FANDOM


Scenarios.meta in Grand Theft Auto V.

<?xml version="1.0" encoding="UTF-8"?>
<CScenarioInfoManager>
  <Scenarios>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>Standing</Name>
      <PropName />
      <Models ref="NULL" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents NavmeshBlocking QuickExitsFromHassling</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name />
        <ConditionalAnims />
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>LOW</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_AA_COFFEE</Name>
      <PropName />
      <Models ref="NULL" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>AllowConversations BlockGestures ChangeToSafeTypeOnResume DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed NavmeshBlocking QuickExitsFromHassling SpawnMalePedsOnly</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_AA_COFFEE</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_AA_COFFEE</Name>
            <PropSet>COFFEECUPS</PropSet>
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>COFFEECUPS</PropSet>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_AA_COFFEE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_AA_COFFEE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_AA_SMOKE</Name>
      <PropName />
      <Models ref="NULL" />
      <BlockedModels ref="CANT_SMOKE" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures ChangeToSafeTypeOnResume DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed NavmeshBlocking QuickExitsFromHassling SpawnMalePedsOnly</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_AA_SMOKE</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_AA_SMOKE</Name>
            <PropSet>CIGARETTES</PropSet>
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData>
              <Item type="CConditionalClipSetVFX">
                <Name>cigarette</Name>
                <fxName>ANM_CIG_SMOKE</fxName>
                <offsetPosition x="-0.080000" y="0.000000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_R_PH_HAND</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
              <Item type="CConditionalClipSetVFX">
                <Name>exhale</Name>
                <fxName>ANM_CIG_EXHALE_MTH</fxName>
                <offsetPosition x="-0.020000" y="0.130000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_HEAD</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
              <Item type="CConditionalClipSetVFX">
                <Name>exhale_nose</Name>
                <fxName>ANM_CIG_EXHALE_NSE</fxName>
                <offsetPosition x="0.020000" y="0.160000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_HEAD</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
            </VFXData>
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>CIGARETTES</PropSet>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_AA_SMOKE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_AA_SMOKE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_BINOCULARS</Name>
      <PropName />
      <Models ref="NULL" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed NavmeshBlocking QuickExitsFromHassling</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_BINOCULARS</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_BINOCULARS_FEMALE</Name>
            <PropSet>binoculars</PropSet>
            <Flags>DestroyPropInsteadOfDrop</Flags>
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>binoculars</PropSet>
              </Item>
            </Conditions>
            <LowLodBaseAnim>World_Human_BINOCULARS_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_BINOCULARS_FEMALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_BINOCULARS_FEMALE@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_BINOCULARS_FEMALE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_BINOCULARS_FEMALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_BINOCULARS_FEMALE@IDLES_B</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_BINOCULARS_MALE</Name>
            <PropSet>binoculars</PropSet>
            <Flags>DestroyPropInsteadOfDrop</Flags>
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>binoculars</PropSet>
              </Item>
            </Conditions>
            <LowLodBaseAnim>World_Human_BINOCULARS_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_BINOCULARS_MALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_BINOCULARS_MALE@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_BINOCULARS_MALE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_BINOCULARS_MALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_BINOCULARS_MALE@IDLES_B</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_BUM_FREEWAY</Name>
      <PropName />
      <Models ref="BUM_MALE" />
      <BlockedModels ref="BUM_FEMALE" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed ForceModel NavmeshBlocking QuickExitsFromHassling SpawnMalePedsOnly</Flags>
      <Condition type="NULL" />
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_BUM_FREEWAY</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_BUM_FREEWAY</Name>
            <PropSet>BUM_SIGN</PropSet>
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>BUM_SIGN</PropSet>
              </Item>
            </Conditions>
            <LowLodBaseAnim>World_Human_BUM_FREEWAY_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_BUM_FREEWAY@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_BUM_FREEWAY@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_BUM_FREEWAY@IDLES_B</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_BUM_SLUMPED</Name>
      <PropName />
      <Models ref="BUM" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures BlockLegIk CantBeReused DontSpawnInRain DontTimeoutUntilIdleFinishes EnableKinematicPhysicsForPed ForceModel NavmeshBlocking NoBulkyItems RagdollEasilyFromPlayerContact UseNMGetupWhenExiting</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_BUM_SLUMPED</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_BUM_SLUMPED_LAYING_ON_LEFT_SIDE</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions />
            <LowLodBaseAnim>World_Human_BUM_SLUMPED_LEFT_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_BUM_SLUMPED_LEFT_SIDE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_BUM_SLUMPED_LEFT_SIDE@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_BUM_SLUMPED_LEFT_SIDE@FLEE_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </PanicExits>
          </Item>
          <Item>
            <Name>WORLD_HUMAN_BUM_SLUMPED_LAYING_ON_RIGHT_SIDE</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions />
            <LowLodBaseAnim>World_Human_BUM_SLUMPED_RIGHT_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_BUM_SLUMPED_RIGHT_SIDE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_BUM_SLUMPED_RIGHT_SIDE@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_BUM_SLUMPED_RIGHT_SIDE@IDLE_B</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_BUM_SLUMPED_RIGHT_SIDE@FLEE_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </PanicExits>
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_BUM_STANDING</Name>
      <PropName />
      <Models ref="BUM" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>AllowConversations BlockGestures DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed ForceModel NavmeshBlocking QuickExitsFromHassling</Flags>
      <Condition type="NULL" />
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_BUM_STANDING</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_BUM_STANDING_MALE_DEPRESSED</Name>
            <PropSet />
            <Flags />
            <Probability value="33.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="9.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="2.000000" />
            <BlendOutDelta value="-2.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions />
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_BUM_STANDING_DEPRESSED@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_BUM_STANDING_DEPRESSED@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_BUM_STANDING_MALE_DRUNK</Name>
            <PropSet />
            <Flags />
            <Probability value="33.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="9.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="2.000000" />
            <BlendOutDelta value="-2.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions />
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_BUM_STANDING_DRUNK@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_BUM_STANDING_DRUNK@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_BUM_STANDING_MALE_TWITCHY</Name>
            <PropSet />
            <Flags />
            <Probability value="33.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="9.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="2.000000" />
            <BlendOutDelta value="-2.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions />
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_BUM_STANDING_TWITCHY@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_BUM_STANDING_TWITCHY@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_BUM_WASH</Name>
      <PropName />
      <Models ref="BUM" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures CantBeReused DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed ForceModel NavmeshBlocking NoBulkyItems QuickExitsFromHassling SpawnMalePedsOnly</Flags>
      <Condition type="CScenarioConditionWorldSet">
        <Result>True</Result>
        <Conditions>
          <Item type="CScenarioConditionRaining">
            <Result>False</Result>
          </Item>
          <Item type="CScenarioConditionTime">
            <Result>True</Result>
            <Hours>5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21</Hours>
          </Item>
        </Conditions>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_BUM_WASH</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_BUM_WASH_HIGH</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData>
              <Item type="CConditionalClipSetVFX">
                <Name>BUM_WASH_SCOOP_TRIGGERED</Name>
                <fxName>ANM_BUM_WASH_SCOOP</fxName>
                <offsetPosition x="-0.180000" y="0.140000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_R_PH_HAND</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
              <Item type="CConditionalClipSetVFX">
                <Name>BUM_WASH_MIST_TRIGGERED</Name>
                <fxName>ANM_BUM_WASH_MIST</fxName>
                <offsetPosition x="-0.180000" y="0.140000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_R_PH_HAND</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
            </VFXData>
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim>SQUAT_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_BUM_WASH_HIGH@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_BUM_WASH_HIGH@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_BUM_WASH_LOW</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData>
              <Item type="CConditionalClipSetVFX">
                <Name>BUM_WASH_SCOOP_TRIGGERED</Name>
                <fxName>ANM_BUM_WASH_SCOOP</fxName>
                <offsetPosition x="-0.180000" y="0.140000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_R_PH_HAND</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
              <Item type="CConditionalClipSetVFX">
                <Name>BUM_WASH_MIST_TRIGGERED</Name>
                <fxName>ANM_BUM_WASH_MIST</fxName>
                <offsetPosition x="-0.180000" y="0.140000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_R_PH_HAND</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
            </VFXData>
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim>SQUAT_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_BUM_WASH_LOW@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_BUM_WASH_LOW@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>HIGH</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_CAR_PARK_ATTENDANT</Name>
      <PropName>PARKING_WAND</PropName>
      <Models ref="VALET" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed ForceModel NavmeshBlocking QuickExitsFromHassling SpawnMalePedsOnly</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_CAR_PARK_ATTENDANT</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_CAR_PARK_ATTENDANT</Name>
            <PropSet>PARKING_WAND</PropSet>
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>PARKING_WAND</PropSet>
              </Item>
            </Conditions>
            <LowLodBaseAnim>World_Human_CAR_PARK_ATTENDANT_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_CAR_PARK_ATTENDANT@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_CAR_PARK_ATTENDANT@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_CHEERING</Name>
      <PropName />
      <Models ref="NULL" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures ChangeToSafeTypeOnResume DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed NavmeshBlocking QuickExitsFromHassling</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_CHEERING</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_CHEERING_FEMALE_A</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_CHEERING@FEMALE_A@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations />
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_CHEERING_FEMALE_B</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_CHEERING@FEMALE_B@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations />
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_CHEERING_FEMALE_C</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_CHEERING@FEMALE_C@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations />
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_CHEERING_FEMALE_D</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_CHEERING@FEMALE_D@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations />
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_CHEERING_MALE_A</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_CHEERING@MALE_A@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations />
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_CHEERING_MALE_B</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_CHEERING@MALE_B@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations />
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_CHEERING_MALE_D</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_CHEERING@MALE_D@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations />
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_CHEERING_MALE_E</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_CHEERING@MALE_E@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations />
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>HIGH</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_CLIPBOARD</Name>
      <PropName />
      <Models ref="NULL" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed ForceModel NavmeshBlocking QuickExitsFromHassling SpawnMalePedsOnly</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_CLIPBOARD</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_CLIPBOARD_MALE</Name>
            <PropSet>CLIPBOARD</PropSet>
            <Flags>SpawnPropInLeftHand</Flags>
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>CLIPBOARD</PropSet>
              </Item>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim>World_Human_CLIPBOARD_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_CLIPBOARD@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_CLIPBOARD@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_CLIPBOARD@IDLES_B</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>LOW</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_CONST_DRILL</Name>
      <PropName />
      <Models ref="CONST_DRILL" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures ChangeToSafeTypeOnResume DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed ForceModel NavmeshBlocking QuickExitsFromHassling SpawnMalePedsOnly</Flags>
      <Condition type="CScenarioConditionWorldSet">
        <Result>True</Result>
        <Conditions>
          <Item type="CScenarioConditionRaining">
            <Result>False</Result>
          </Item>
          <Item type="CScenarioConditionTime">
            <Result>True</Result>
            <Hours>7 8 9 10 11 12 13 15 16 17</Hours>
          </Item>
        </Conditions>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_CONST_DRILL</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_CONST_DRILL</Name>
            <PropSet>CONST_DRILL</PropSet>
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData>
              <Item type="CConditionalClipSetVFX">
                <Name>Drill Debris</Name>
                <fxName>ANM_PNEUMATIC_DRILL</fxName>
                <offsetPosition x="0.000000" y="0.000000" z="-0.950000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_L_PH_HAND</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
            </VFXData>
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>CONST_DRILL</PropSet>
              </Item>
            </Conditions>
            <LowLodBaseAnim>World_Human_CONST_DRILL_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_CONST_DRILL@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_CONST_DRILL@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>HIGH</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_COP_IDLES</Name>
      <PropName />
      <Models ref="POLICE_IDLES" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures DontSpawnIfCopsAreOff DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed ForceModel NavmeshBlocking QuickExitsFromHassling</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_COP_IDLES</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_COP_IDLES_MALE</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_COP_IDLES_MALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_COP_IDLES_MALE@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_COP_IDLES_MALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_COP_IDLES_MALE@IDLES_B</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_COP_IDLES_FEMALE</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_COP_IDLES_FEMALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_COP_IDLES_FEMALE@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_COP_IDLES_FEMALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_COP_IDLES_FEMALE@IDLES_B</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_DRINKING</Name>
      <PropName />
      <Models ref="NULL" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>AllowConversations BlockGestures ChangeToSafeTypeOnResume DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed NavmeshBlocking QuickExitsFromHassling</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_DRINKING</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_DRINKING_BEER_MALE</Name>
            <PropSet>BEER_BOTTLE</PropSet>
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionModel">
                <Result>False</Result>
                <ModelSet ref="FATTIES" />
              </Item>
              <Item type="CScenarioConditionAffluence">
                <Result>True</Result>
                <Affluence>AFF_POOR</Affluence>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_DRINKING_BEER_MALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>BEER_BOTTLE</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_DRINKING_BEER_MALE@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_DRINKING_BEER_MALE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>BEER_BOTTLE</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_DRINKING_BEER_MALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>BEER_BOTTLE</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_DRINKING_FAT_BEER_MALE</Name>
            <PropSet>BEER_BOTTLE</PropSet>
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionModel">
                <Result>True</Result>
                <ModelSet ref="FATTIES" />
              </Item>
              <Item type="CScenarioConditionAffluence">
                <Result>True</Result>
                <Affluence>AFF_POOR</Affluence>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_DRINKING_FAT_BEER_MALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>BEER_BOTTLE</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_DRINKING_FAT_BEER_MALE@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>BEER_BOTTLE</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_DRINKING_FAT_BEER_MALE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>BEER_BOTTLE</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_DRINKING_FAT_BEER_MALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>BEER_BOTTLE</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_DRINKING_COFFEE_MALE</Name>
            <PropSet>COFFEECUPS</PropSet>
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionModel">
                <Result>False</Result>
                <ModelSet ref="FATTIES" />
              </Item>
              <Item type="CScenarioConditionAffluence">
                <Result>False</Result>
                <Affluence>AFF_POOR</Affluence>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_DRINKING_COFFEE_MALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>COFFEECUPS</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_DRINKING_COFFEE_MALE@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_DRINKING_COFFEE_MALE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_DRINKING_COFFEE_MALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>COFFEECUPS</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_DRINKING_COFFEE_FEMALE</Name>
            <PropSet>COFFEECUPS</PropSet>
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
              <Item type="CScenarioConditionModel">
                <Result>False</Result>
                <ModelSet ref="FATTIES" />
              </Item>
              <Item type="CScenarioConditionAffluence">
                <Result>False</Result>
                <Affluence>AFF_POOR</Affluence>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_DRINKING_COFFEE_FEMALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>COFFEECUPS</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_DRINKING_COFFEE_FEMALE@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_DRINKING_COFFEE_FEMALE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_DRINKING_COFFEE_FEMALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>COFFEECUPS</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_DRINKING_FAT_COFFEE_FEMALE</Name>
            <PropSet>COFFEECUPS</PropSet>
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
              <Item type="CScenarioConditionModel">
                <Result>True</Result>
                <ModelSet ref="FATTIES" />
              </Item>
              <Item type="CScenarioConditionAffluence">
                <Result>False</Result>
                <Affluence>AFF_POOR</Affluence>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_DRINKING_FAT_COFFEE_FEMALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>COFFEECUPS</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_DRINKING_FAT_COFFEE_FEMALE@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>COFFEECUPS</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_DRINKING_FAT_COFFEE_FEMALE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_DRINKING_FAT_COFFEE_FEMALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>COFFEECUPS</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_DRINKING_BEER_FEMALE</Name>
            <PropSet>BEER_BOTTLE</PropSet>
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
              <Item type="CScenarioConditionModel">
                <Result>False</Result>
                <ModelSet ref="FATTIES" />
              </Item>
              <Item type="CScenarioConditionAffluence">
                <Result>True</Result>
                <Affluence>AFF_POOR</Affluence>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_DRINKING_BEER_FEMALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>BEER_BOTTLE</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_DRINKING_BEER_FEMALE@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_DRINKING_BEER_FEMALE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>BEER_BOTTLE</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_DRINKING_BEER_FEMALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>BEER_BOTTLE</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_DRUG_DEALER</Name>
      <PropName />
      <Models ref="DRUG_DEALERS" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures ChangeToSafeTypeOnResume DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed ForceModel NavmeshBlocking QuickExitsFromHassling SpawnMalePedsOnly WillAttractPeds</Flags>
      <Condition type="NULL" />
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_DRUG_DEALER_SOFT</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_SMOKING_POT_MALE</Name>
            <PropSet>JOINT</PropSet>
            <Flags>SpawnPropInLeftHand</Flags>
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData>
              <Item type="CConditionalClipSetVFX">
                <Name>cigarette</Name>
                <fxName>ANM_CIG_SMOKE</fxName>
                <offsetPosition x="-0.080000" y="0.000000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_L_PH_HAND</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
              <Item type="CConditionalClipSetVFX">
                <Name>exhale</Name>
                <fxName>ANM_CIG_EXHALE_MTH</fxName>
                <offsetPosition x="-0.020000" y="0.130000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_HEAD</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
            </VFXData>
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>JOINT</PropSet>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SMOKING_POT_MALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SMOKING_POT_MALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_DRUG_DEALER_HARD</Name>
      <PropName />
      <Models ref="DRUG_DEALERS_HARD" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures ChangeToSafeTypeOnResume DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed ForceModel NavmeshBlocking QuickExitsFromHassling SpawnMalePedsOnly</Flags>
      <Condition type="NULL" />
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_DRUG_DEALER_HARD</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_DRUG_DEALER_HARD</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_DRUG_DEALER_HARD@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_DRUG_DEALER_HARD@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_DRUG_DEALER_HARD@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_DRUG_DEALER_HARD@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_DRUG_DEALER_HARD@IDLES_B</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_MOBILE_FILM_SHOCKING</Name>
      <PropName>PHONES</PropName>
      <Models ref="NULL" />
      <BlockedModels ref="CANT_USE_PHONES" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed NavmeshBlocking QuickExitsFromHassling</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_MOBILE_FILM_SHOCKING</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_MOBILE_FILM_SHOCKING_MALE</Name>
            <PropSet>PHONES</PropSet>
            <Flags>DestroyPropInsteadOfDrop</Flags>
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionTechSavvy">
                <Result>False</Result>
                <TechSavvy>TS_LOW</TechSavvy>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_MOBILE_FILM_SHOCKING_MALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_MOBILE_FILM_SHOCKING_MALE@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_MOBILE_FILM_SHOCKING_MALE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_MOBILE_FILM_SHOCKING_MALE@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_MOBILE_FILM_SHOCKING_FEMALE</Name>
            <PropSet>PHONES</PropSet>
            <Flags>DestroyPropInsteadOfDrop</Flags>
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
              <Item type="CScenarioConditionTechSavvy">
                <Result>False</Result>
                <TechSavvy>TS_LOW</TechSavvy>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_MOBILE_FILM_SHOCKING_FEMALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_MOBILE_FILM_SHOCKING_FEMALE@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_MOBILE_FILM_SHOCKING_FEMALE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_MOBILE_FILM_SHOCKING_FEMALE@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>LOW</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_GARDENER_LEAF_BLOWER</Name>
      <PropName />
      <Models ref="LEAF_BLOWER" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="150.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures ChangeToSafeTypeOnResume DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed ForceModel NavmeshBlocking QuickExitsFromHassling SpawnMalePedsOnly</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_GARDENER_LEAF_BLOWER</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_GARDENER_LEAF_BLOWER</Name>
            <PropSet>LEAF_BLOWER</PropSet>
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData>
              <Item type="CConditionalClipSetVFX">
                <Name>LEAF BLOWER REGISTERED</Name>
                <fxName>ANM_LEAF_BLOWER</fxName>
                <offsetPosition x="0.900000" y="0.000000" z="-0.250000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_R_PH_HAND</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
            </VFXData>
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>LEAF_BLOWER</PropSet>
              </Item>
            </Conditions>
            <LowLodBaseAnim>World_Human_GARDENER_LEAF_BLOWER_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_GARDENER_LEAF_BLOWER@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_GARDENER_LEAF_BLOWER@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_GARDENER_PLANT</Name>
      <PropName />
      <Models ref="GARDENER" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed ForceModel IgnoreScenarioPointHeading IgnoreSlideToCoordOnArrival NavmeshBlocking QuickExitsFromHassling</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_GARDENER_PLANT</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_GARDENER_PLANT_MALE</Name>
            <PropSet>TROWEL</PropSet>
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData>
              <Item type="CConditionalClipSetVFX">
                <Name>GARDENER_PLANT_DUSTY_HANDS_TRIGGERED</Name>
                <fxName>ANM_DUSTY_HANDS</fxName>
                <offsetPosition x="0.000000" y="0.000000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_R_HAND</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
              <Item type="CConditionalClipSetVFX">
                <Name>GARDENER_PLANT_SOIL_DEBRIS_TRIGGERED</Name>
                <fxName>ANM_GARDNER_PLANT</fxName>
                <offsetPosition x="0.120000" y="0.230000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_R_HAND</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
            </VFXData>
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>TROWEL</PropSet>
              </Item>
            </Conditions>
            <LowLodBaseAnim>SQUAT_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_GARDENER_PLANT@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_GARDENER_PLANT@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_GARDENER_PLANT@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_GARDENER_PLANT@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_GARDENER_PLANT_FEMALE</Name>
            <PropSet>TROWEL</PropSet>
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData>
              <Item type="CConditionalClipSetVFX">
                <Name>GARDENER_PLANT_DUSTY_HANDS_TRIGGERED</Name>
                <fxName>ANM_DUSTY_HANDS</fxName>
                <offsetPosition x="0.000000" y="0.000000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_R_HAND</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
              <Item type="CConditionalClipSetVFX">
                <Name>GARDENER_PLANT_SOIL_DEBRIS_TRIGGERED</Name>
                <fxName>ANM_GARDNER_PLANT</fxName>
                <offsetPosition x="0.120000" y="0.230000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_R_HAND</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
            </VFXData>
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>TROWEL</PropSet>
              </Item>
            </Conditions>
            <LowLodBaseAnim>SQUAT_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_GARDENER_PLANT_FEMALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_GARDENER_PLANT_FEMALE@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_GARDENER_PLANT_FEMALE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_GARDENER_PLANT_FEMALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>LOW</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_GOLF_PLAYER</Name>
      <PropName />
      <Models ref="GOLF_COUNTRY" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>AllowConversations BlockGestures ChangeToSafeTypeOnResume DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed ForceModel NavmeshBlocking QuickExitsFromHassling SpawnMalePedsOnly</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_GOLF_PLAYER</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_GOLF_PLAYER_MALE</Name>
            <PropSet>NINE_IRON</PropSet>
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>NINE_IRON</PropSet>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_GOLF_PLAYER_MALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_GOLF_PLAYER_MALE@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_GOLF_PLAYER_MALE@IDLE_B</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_GUARD_PATROL</Name>
      <PropName />
      <Models ref="NULL" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="1" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="30.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>AllowEquippedWeapons BlockGestures DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents QuickExitsFromHassling SpawnMalePedsOnly</Flags>
      <Condition type="NULL" />
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_GUARD_PATROL</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_GUARD_PATROL</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_GUARD_PATROL@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_GUARD_PATROL@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_GUARD_PATROL@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_GUARD_PATROL@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_GUARD_PATROL@IDLES_B</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>HIGH</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_GUARD_STAND</Name>
      <PropName />
      <Models ref="SECURITY" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="1" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="30.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>AllowEquippedWeapons BlockGestures DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed ForceModel NavmeshBlocking QuickExitsFromHassling ScenarioGivesCombatRadio SpawnMalePedsOnly</Flags>
      <Condition type="NULL" />
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_GUARD_STAND</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_GUARD_STAND</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions />
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_GUARD_STAND@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_GUARD_STAND@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_GUARD_STAND@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_GUARD_STAND@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_GUARD_STAND@IDLES_B</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_GUARD_STAND_ARMY</Name>
      <PropName>RIFLES</PropName>
      <Models ref="ARMY_GUARD" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="1" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="30.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>AllowEquippedWeapons BlockGestures DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed ForceModel NavmeshBlocking QuickExitsFromHassling ScenarioGivesCombatRadio SpawnMalePedsOnly</Flags>
      <Condition type="NULL" />
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_GUARD_STAND_ARMY</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_GUARD_STAND_ARMY</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions />
            <LowLodBaseAnim />
            <BaseAnims />
            <Enters />
            <Exits />
            <Variations />
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>HIGH</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_HAMMERING</Name>
      <PropName />
      <Models ref="DOCKWORKERS" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures CantBeReused DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed ForceModel NavmeshBlocking QuickExitsFromHassling SpawnMalePedsOnly</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_HAMMERING</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_HAMMERING</Name>
            <PropSet>HAMMER</PropSet>
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions />
            <LowLodBaseAnim>ARMS_UP_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_HAMMERING@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_HAMMERING@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_HANG_OUT_STREET</Name>
      <PropName />
      <Models ref="NULL" />
      <BlockedModels ref="CANT_HANGOUT_C" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>AllowConversations BreakForNearbyPlayer DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed NavmeshBlocking QuickExitsFromHassling TurnToFacePlayerStanding</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_HANG_OUT_STREET</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_HANG_OUT_STREET_FEMALE_ARM_SIDE</Name>
            <PropSet />
            <Flags />
            <Probability value="20.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
              <Item type="CScenarioConditionModel">
                <Result>False</Result>
                <ModelSet ref="CANT_HANGOUT_C" />
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_HANG_OUT_STREET_FEMALE_ARM_SIDE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_HANG_OUT_STREET_FEMALE_ARM_SIDE@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_HANG_OUT_STREET_FEMALE_ARM_SIDE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_HANG_OUT_STREET_FEMALE_ARM_SIDE@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_HANG_OUT_STREET_FEMALE_ARMS_CROSSED</Name>
            <PropSet />
            <Flags />
            <Probability value="20.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
              <Item type="CScenarioConditionModel">
                <Result>False</Result>
                <ModelSet ref="CANT_HANGOUT_C" />
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_HANG_OUT_STREET_FEMALE_ARMS_CROSSED@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_HANG_OUT_STREET_FEMALE_ARMS_CROSSED@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_HANG_OUT_STREET_FEMALE_ARMS_CROSSED@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_HANG_OUT_STREET_FEMALE_ARMS_CROSSED@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_HANG_OUT_STREET_FEMALE_HOLD_ARM</Name>
            <PropSet />
            <Flags />
            <Probability value="20.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
              <Item type="CScenarioConditionModel">
                <Result>False</Result>
                <ModelSet ref="CANT_HANGOUT_C" />
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_HANG_OUT_STREET_FEMALE_HOLD_ARM@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_HANG_OUT_STREET_FEMALE_HOLD_ARM@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_HANG_OUT_STREET_FEMALE_HOLD_ARM@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_HANG_OUT_STREET_FEMALE_HOLD_ARM@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_HANG_OUT_STREET_MALE_A</Name>
            <PropSet />
            <Flags />
            <Probability value="80.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_HANG_OUT_STREET_MALE_A@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_HANG_OUT_STREET_MALE_A@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_HANG_OUT_STREET_MALE_A@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_HANG_OUT_STREET_MALE_A@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_HANG_OUT_STREET_MALE_B</Name>
            <PropSet />
            <Flags />
            <Probability value="80.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_HANG_OUT_STREET_MALE_B@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_HANG_OUT_STREET_MALE_B@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_HANG_OUT_STREET_MALE_B@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_HANG_OUT_STREET_MALE_B@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_HANG_OUT_STREET_MALE_C</Name>
            <PropSet />
            <Flags />
            <Probability value="80.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionModel">
                <Result>False</Result>
                <ModelSet ref="CANT_HANGOUT_C" />
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_HANG_OUT_STREET_MALE_C@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_HANG_OUT_STREET_MALE_C@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_HANG_OUT_STREET_MALE_C@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_HANG_OUT_STREET_MALE_C@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_HANG_OUT_STREET_MALE_C@IDLE_B</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioWanderingInfo">
      <Name>WORLD_HUMAN_HIKER</Name>
      <PropName />
      <Models ref="HIKER" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="10000" />
      <SpawnHistoryRange value="150.000000" />
      <MaxNoInRange value="2" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="100.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="0.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents ForceModel QuickExitsFromHassling</Flags>
      <Condition type="CScenarioConditionWorldSet">
        <Result>True</Result>
        <Conditions>
          <Item type="CScenarioConditionRaining">
            <Result>False</Result>
          </Item>
          <Item type="CScenarioConditionTime">
            <Result>True</Result>
            <Hours>6 7 8 9 10 11 12 13 14 15 16 17 18 19 20</Hours>
          </Item>
        </Conditions>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_HIKER</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_HIKER_FEMALE</Name>
            <PropSet />
            <Flags>OverrideOnFootClipSetWithBase OverrideWeaponClipSetWithBase</Flags>
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_HIKER_FEMALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations />
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_HIKER_MALE</Name>
            <PropSet />
            <Flags>OverrideOnFootClipSetWithBase OverrideWeaponClipSetWithBase</Flags>
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_HIKER_MALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations />
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_HIKER_STANDING</Name>
      <PropName />
      <Models ref="HIKER" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="150.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="20.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>AllowConversations BlockGestures DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed ForceModel NavmeshBlocking QuickExitsFromHassling</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_HIKER_STANDING</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_HIKER_STANDING_FEMALE</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_HIKER_STANDING_FEMALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_HIKER_STANDING_FEMALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_HIKER_STANDING_MALE</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_HIKER_STANDING_MALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_HIKER_STANDING_MALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_HUMAN_STATUE</Name>
      <PropName />
      <Models ref="HUMAN_STATUE" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed ForceModel NavmeshBlocking QuickExitsFromHassling SpawnMalePedsOnly</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_HUMAN_STATUE</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_HUMAN_STATUE</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="180.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions />
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_HUMAN_STATUE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_HUMAN_STATUE@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_HUMAN_STATUE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_HUMAN_STATUE@IDLES_B</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.500000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>HIGH</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_JANITOR</Name>
      <PropName />
      <Models ref="JANITOR" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures ChangeToSafeTypeOnResume DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed ForceModel NavmeshBlocking QuickExitsFromHassling SpawnMalePedsOnly</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_JANITOR</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_JANITOR</Name>
            <PropSet>BROOM</PropSet>
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="20.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData>
              <Item type="CConditionalClipSetVFX">
                <Name>SWEEPING_LITTER_TRIGGERED</Name>
                <fxName>ANM_LITTER_SWEEPING</fxName>
                <offsetPosition x="0.000000" y="0.000000" z="-0.750000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_R_PH_HAND</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
            </VFXData>
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>BROOM</PropSet>
              </Item>
            </Conditions>
            <LowLodBaseAnim>World_Human_JANITOR_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_JANITOR@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_JANITOR@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>LOW</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioJoggingInfo">
      <Name>WORLD_HUMAN_JOG</Name>
      <PropName />
      <Models ref="JOGGERS" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="15000" />
      <SpawnHistoryRange value="150.000000" />
      <MaxNoInRange value="1" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="100.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="0.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents ForceModel</Flags>
      <Condition type="CScenarioConditionWorldSet">
        <Result>True</Result>
        <Conditions>
          <Item type="CScenarioConditionRaining">
            <Result>False</Result>
          </Item>
          <Item type="CScenarioConditionTime">
            <Result>True</Result>
            <Hours>5 6 7 8 9 10 11 12 13 14 15 16 17 18</Hours>
          </Item>
        </Conditions>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_JOG</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_JOG_FEMALE</Name>
            <PropSet />
            <Flags>OverrideOnFootClipSetWithBase</Flags>
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_JOG_FEMALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_JOG_FEMALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionSpeed">
                    <Result>True</Result>
                    <Speed>Run</Speed>
                  </Item>
                  <Item type="CScenarioConditionOnStraightPath">
                    <Result>True</Result>
                    <MinDist value="6.000000" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_JOG_MALE</Name>
            <PropSet />
            <Flags>OverrideOnFootClipSetWithBase</Flags>
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_JOG_MALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_JOG_MALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionSpeed">
                    <Result>True</Result>
                    <Speed>Run</Speed>
                  </Item>
                  <Item type="CScenarioConditionOnStraightPath">
                    <Result>True</Result>
                    <MinDist value="6.000000" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_JOG_STANDING</Name>
      <PropName />
      <Models ref="JOGGERS" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="15000" />
      <SpawnHistoryRange value="150.000000" />
      <MaxNoInRange value="1" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="100.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="20.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents IgnoreScenarioPointHeading QuickExitsFromHassling</Flags>
      <Condition type="CScenarioConditionWorldSet">
        <Result>True</Result>
        <Conditions>
          <Item type="CScenarioConditionRaining">
            <Result>False</Result>
          </Item>
          <Item type="CScenarioConditionTime">
            <Result>True</Result>
            <Hours>5 6 7 8 9 10 11 12 13 14 15 16 17 18</Hours>
          </Item>
        </Conditions>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_JOG_STANDING</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_JOG_STANDING_FEMALE</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_JOG_STANDING_FEMALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_JOG_STANDING_FEMALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_JOG_STANDING_MALE</Name>
            <PropSet />
            <Flags />
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_JOG_STANDING_MALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_JOG_STANDING_MALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_JOG_STANDING_MALE@IDLES_B</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_JOG_STANDING_MALE_FIT</Name>
            <PropSet />
            <Flags />
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_JOG_STANDING_MALE_FIT@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_JOG_STANDING_MALE_FIT@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_LEANING</Name>
      <PropName />
      <Models ref="NULL" />
      <BlockedModels ref="CANT_LEAN" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>AllowConversations BlockGestures DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed NavmeshBlocking NoBulkyItems</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_LEANING</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_LEANING_MALE_FOOT_UP</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionHasNoProp">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim>World_Human_LEAN_MALE_FOOT_UP_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_FOOT_UP@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_FOOT_UP@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags>ConsiderOrientation</ActionFlags>
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_FOOT_UP@EXIT@FRONT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_FOOT_UP@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_FOOT_UP@IDLES_B</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_FOOT_UP@REACT_SHOCK@FORWARD</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="0.000000" y="1.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_FOOT_UP@REACT_SHOCK@LEFT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="-1.000000" y="0.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_FOOT_UP@REACT_SHOCK@RIGHT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="1.000000" y="0.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Reactions>
            <PanicBaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@coward@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@brave@a@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatening</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicBaseAnims>
            <PanicIntros>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_FOOT_UP@REACT_AGGRESSIVE@INTRO@ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatening</Type>
                  </Item>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_FOOT_UP@REACT_COWARD@INTRO@ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicIntros>
            <PanicOutros>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_FOOT_UP@REACT_AGGRESSIVE@OUTRO@ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatening</Type>
                  </Item>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_FOOT_UP@REACT_COWARD@OUTRO@ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicOutros>
            <PanicVariations />
            <PanicExits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_FOOT_UP@REACT_FLEE@ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </PanicExits>
          </Item>
          <Item>
            <Name>WORLD_HUMAN_LEANING_MALE_HANDS_TOGETHER</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData>
              <Item type="CConditionalClipSetVFX">
                <Name>cigarette</Name>
                <fxName>ANM_CIG_SMOKE</fxName>
                <offsetPosition x="-0.080000" y="0.000000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_R_PH_HAND</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
              <Item type="CConditionalClipSetVFX">
                <Name>exhale</Name>
                <fxName>ANM_CIG_EXHALE_MTH</fxName>
                <offsetPosition x="-0.020000" y="0.130000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_HEAD</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
              <Item type="CConditionalClipSetVFX">
                <Name>exhale_nose</Name>
                <fxName>ANM_CIG_EXHALE_NSE</fxName>
                <offsetPosition x="0.020000" y="0.160000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_HEAD</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
            </VFXData>
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionHasNoProp">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim>World_Human_LEAN_MALE_HANDS_TOGETHER_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_HANDS_TOGETHER@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_HANDS_TOGETHER@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags>ConsiderOrientation</ActionFlags>
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_HANDS_TOGETHER@EXIT@FRONT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_HANDS_TOGETHER@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_HANDS_TOGETHER@IDLES_B</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_HANDS_TOGETHER@REACT_SHOCK@FORWARD</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="0.000000" y="1.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_HANDS_TOGETHER@REACT_SHOCK@LEFT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="-1.000000" y="0.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_HANDS_TOGETHER@REACT_SHOCK@RIGHT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="1.000000" y="0.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Reactions>
            <PanicBaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@coward@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@brave@a@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatening</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicBaseAnims>
            <PanicIntros>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_HANDS_TOGETHER@REACT_AGGRESSIVE@INTRO@ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatening</Type>
                  </Item>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_HANDS_TOGETHER@REACT_COWARD@INTRO@ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicIntros>
            <PanicOutros>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_HANDS_TOGETHER@REACT_AGGRESSIVE@OUTRO@ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatening</Type>
                  </Item>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_HANDS_TOGETHER@REACT_COWARD@OUTRO@ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicOutros>
            <PanicVariations />
            <PanicExits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_HANDS_TOGETHER@REACT_FLEE@ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </PanicExits>
          </Item>
          <Item>
            <Name>WORLD_HUMAN_LEANING_MALE_LEGS_CROSSED</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions />
            <LowLodBaseAnim>World_Human_LEAN_MALE_LEGS_CROSSED_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_LEGS_CROSSED@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_LEGS_CROSSED@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags>ConsiderOrientation</ActionFlags>
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_LEGS_CROSSED@EXIT@FRONT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_LEGS_CROSSED@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_LEGS_CROSSED@IDLES_B</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_LEGS_CROSSED@REACT_SHOCK@FORWARD</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="0.000000" y="1.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_LEGS_CROSSED@REACT_SHOCK@LEFT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="-1.000000" y="0.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_LEGS_CROSSED@REACT_SHOCK@RIGHT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="1.000000" y="0.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Reactions>
            <PanicBaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@coward@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@brave@a@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatening</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicBaseAnims>
            <PanicIntros>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_LEGS_CROSSED@REACT_AGGRESSIVE@INTRO@ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatening</Type>
                  </Item>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_LEGS_CROSSED@REACT_COWARD@INTRO@ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicIntros>
            <PanicOutros>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_LEGS_CROSSED@REACT_AGGRESSIVE@OUTRO@ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatening</Type>
                  </Item>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_LEGS_CROSSED@REACT_COWARD@OUTRO@ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicOutros>
            <PanicVariations />
            <PanicExits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_LEGS_CROSSED@REACT_FLEE@ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </PanicExits>
          </Item>
          <Item>
            <Name>WORLD_HUMAN_LEANING_FEMALE_HAND_UP</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
              <Item type="CScenarioConditionHasNoProp">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim>World_Human_LEAN_FEMALE_HAND_UP_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_FEMALE_HAND_UP@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_FEMALE_HAND_UP@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags>ConsiderOrientation</ActionFlags>
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_FEMALE_HAND_UP@EXIT@FRONT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_FEMALE_HAND_UP@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_FEMALE_HAND_UP@IDLES_B</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_FEMALE_HAND_UP@REACT_SHOCK@FRONT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="0.000000" y="1.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_FEMALE_HAND_UP@REACT_SHOCK@LEFT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="-1.000000" y="0.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_FEMALE_HAND_UP@REACT_SHOCK@RIGHT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="1.000000" y="0.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Reactions>
            <PanicBaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@coward@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicBaseAnims>
            <PanicIntros>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_FEMALE_HAND_UP@REACT_COWARD@INTRO@ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicIntros>
            <PanicOutros>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_FEMALE_HAND_UP@REACT_COWARD@OUTRO@ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicOutros>
            <PanicVariations />
            <PanicExits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_FEMALE_HAND_UP@REACT_FLEE@ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </PanicExits>
          </Item>
          <Item>
            <Name>WORLD_HUMAN_LEANING_FEMALE_HOLDING_ELBOW</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
              <Item type="CScenarioConditionHasNoProp">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim>World_Human_LEAN_FEMALE_HOLDING_ELBOW_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_FEMALE_HOLDING_ELBOW@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_FEMALE_HOLDING_ELBOW@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags>ConsiderOrientation</ActionFlags>
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_FEMALE_HOLDING_ELBOW@EXIT@FRONT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_FEMALE_HOLDING_ELBOW@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_FEMALE_HOLDING_ELBOW@IDLES_B</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_FEMALE_HOLDING_ELBOW@REACT_SHOCK@FORWARD</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="0.000000" y="1.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_FEMALE_HOLDING_ELBOW@REACT_SHOCK@LEFT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="-1.000000" y="0.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_FEMALE_HOLDING_ELBOW@REACT_SHOCK@RIGHT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="1.000000" y="0.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Reactions>
            <PanicBaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@coward@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicBaseAnims>
            <PanicIntros>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_FEMALE_HOLDING_ELBOW@REACT_COWARD@EXIT_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicIntros>
            <PanicOutros />
            <PanicVariations />
            <PanicExits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_FEMALE_HOLDING_ELBOW@REACT_FLEE@ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </PanicExits>
          </Item>
          <Item>
            <Name>WORLD_HUMAN_LEANING_MALE_SMOKING</Name>
            <PropSet>CIGARETTES</PropSet>
            <Flags>DontPickOnEnter</Flags>
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData>
              <Item type="CConditionalClipSetVFX">
                <Name>cigarette</Name>
                <fxName>ANM_CIG_SMOKE</fxName>
                <offsetPosition x="-0.080000" y="0.000000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_R_PH_HAND</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
              <Item type="CConditionalClipSetVFX">
                <Name>exhale</Name>
                <fxName>ANM_CIG_EXHALE_MTH</fxName>
                <offsetPosition x="-0.020000" y="0.130000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_HEAD</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
              <Item type="CConditionalClipSetVFX">
                <Name>exhale_nose</Name>
                <fxName>ANM_CIG_EXHALE_NSE</fxName>
                <offsetPosition x="0.020000" y="0.160000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_HEAD</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
            </VFXData>
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>CIGARETTES</PropSet>
              </Item>
            </Conditions>
            <LowLodBaseAnim>World_Human_LEAN_MALE_HANDS_TOGETHER_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_SMOKING@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>CIGARETTES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_SMOKING@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_SMOKING@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>CIGARETTES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@coward@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@brave@a@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatening</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicBaseAnims>
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_LEANING_MALE_COFFEE</Name>
            <PropSet>COFFEECUPS</PropSet>
            <Flags>DontPickOnEnter</Flags>
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>COFFEECUPS</PropSet>
              </Item>
              <Item type="CScenarioConditionAffluence">
                <Result>False</Result>
                <Affluence>AFF_POOR</Affluence>
              </Item>
            </Conditions>
            <LowLodBaseAnim>World_Human_LEAN_MALE_HANDS_TOGETHER_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_COFFEE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>COFFEECUPS</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_COFFEE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_COFFEE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>COFFEECUPS</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@coward@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@brave@a@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatening</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicBaseAnims>
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_LEANING_MALE_BEER</Name>
            <PropSet>DRINK_BEER</PropSet>
            <Flags>DontPickOnEnter</Flags>
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionAffluence">
                <Result>True</Result>
                <Affluence>AFF_POOR</Affluence>
              </Item>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>DRINK_BEER</PropSet>
              </Item>
            </Conditions>
            <LowLodBaseAnim>World_Human_LEAN_MALE_HANDS_TOGETHER_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_BEER@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_BEER@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_BEER@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@coward@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@brave@a@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatening</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicBaseAnims>
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_LEANING_FEMALE_COFFEE</Name>
            <PropSet>COFFEECUPS</PropSet>
            <Flags>DontPickOnEnter</Flags>
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>COFFEECUPS</PropSet>
              </Item>
              <Item type="CScenarioConditionAffluence">
                <Result>False</Result>
                <Affluence>AFF_POOR</Affluence>
              </Item>
            </Conditions>
            <LowLodBaseAnim>World_Human_LEAN_FEMALE_HAND_UP_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_FEMALE_COFFEE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>COFFEECUPS</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_FEMALE_COFFEE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_FEMALE_COFFEE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>COFFEECUPS</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@coward@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicBaseAnims>
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_LEANING_FEMALE_SMOKING</Name>
            <PropSet>CIGARETTES</PropSet>
            <Flags>DontPickOnEnter</Flags>
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData>
              <Item type="CConditionalClipSetVFX">
                <Name>cigarette</Name>
                <fxName>ANM_CIG_SMOKE</fxName>
                <offsetPosition x="-0.080000" y="0.000000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_R_PH_HAND</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
              <Item type="CConditionalClipSetVFX">
                <Name>exhale</Name>
                <fxName>ANM_CIG_EXHALE_MTH</fxName>
                <offsetPosition x="-0.020000" y="0.130000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_HEAD</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
            </VFXData>
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>CIGARETTES</PropSet>
              </Item>
            </Conditions>
            <LowLodBaseAnim>World_Human_LEAN_FEMALE_HAND_UP_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_FEMALE_SMOKING@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>CIGARETTES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_FEMALE_SMOKING@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_FEMALE_SMOKING@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>CIGARETTES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@coward@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicBaseAnims>
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_LEANING_FEMALE_MOBILE</Name>
            <PropSet>PHONES</PropSet>
            <Flags>DestroyPropInsteadOfDrop MobilePhoneConversation DontPickOnEnter</Flags>
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="4.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="CScenarioTransitionInfo">
              <TransitionToScenario>EAR_TO_TEXT</TransitionToScenario>
              <TransitionToScenarioConditionalAnims>EAR_TO_TEXT_LEANING_FEMALE</TransitionToScenarioConditionalAnims>
            </TransitionInfo>
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>PHONES</PropSet>
              </Item>
              <Item type="CScenarioConditionTechSavvy">
                <Result>False</Result>
                <TechSavvy>TS_LOW</TechSavvy>
              </Item>
              <Item type="CScenarioConditionPhoneConversationAvailable">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionCanStartNewPhoneConversation">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim>World_Human_LEAN_FEMALE_HAND_UP_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_FEMALE_MOBILE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags>MobilePhoneConversation</ActionFlags>
              </Item>
            </BaseAnims>
            <Enters />
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_FEMALE_MOBILE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_FEMALE_MOBILE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@coward@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicBaseAnims>
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_LEANING_FEMALE_TEXTING</Name>
            <PropSet>PHONES</PropSet>
            <Flags>DestroyPropInsteadOfDrop DontPickOnEnter</Flags>
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="4.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>PHONES</PropSet>
              </Item>
              <Item type="CScenarioConditionTechSavvy">
                <Result>False</Result>
                <TechSavvy>TS_LOW</TechSavvy>
              </Item>
            </Conditions>
            <LowLodBaseAnim>World_Human_LEAN_FEMALE_TEXTING_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_FEMALE_TEXTING@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_FEMALE_TEXTING@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_FEMALE_TEXTING@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@coward@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicBaseAnims>
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_LEANING_MALE_MOBILE</Name>
            <PropSet>PHONES</PropSet>
            <Flags>DestroyPropInsteadOfDrop MobilePhoneConversation DontPickOnEnter</Flags>
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="4.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="CScenarioTransitionInfo">
              <TransitionToScenario>EAR_TO_TEXT</TransitionToScenario>
              <TransitionToScenarioConditionalAnims>EAR_TO_TEXT_LEANING_MALE</TransitionToScenarioConditionalAnims>
            </TransitionInfo>
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>PHONES</PropSet>
              </Item>
              <Item type="CScenarioConditionTechSavvy">
                <Result>False</Result>
                <TechSavvy>TS_LOW</TechSavvy>
              </Item>
              <Item type="CScenarioConditionPhoneConversationAvailable">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionCanStartNewPhoneConversation">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim>World_Human_LEAN_MALE_HANDS_TOGETHER_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_MOBILE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags>MobilePhoneConversation</ActionFlags>
              </Item>
            </BaseAnims>
            <Enters />
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_MOBILE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_MOBILE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@coward@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@brave@a@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatening</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicBaseAnims>
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_LEANING_MALE_TEXTING</Name>
            <PropSet>PHONES</PropSet>
            <Flags>DestroyPropInsteadOfDrop DontPickOnEnter</Flags>
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="4.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>PHONES</PropSet>
              </Item>
              <Item type="CScenarioConditionTechSavvy">
                <Result>False</Result>
                <TechSavvy>TS_LOW</TechSavvy>
              </Item>
            </Conditions>
            <LowLodBaseAnim>World_Human_LEAN_MALE_TEXTING_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_TEXTING@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_TEXTING@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_LEANING_MALE_TEXTING@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@coward@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@brave@a@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatening</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicBaseAnims>
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>LOW</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_MAID_CLEAN</Name>
      <PropName />
      <Models ref="MAID" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed ForceModel NavmeshBlocking QuickExitsFromHassling SpawnFemalePedsOnly</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_MAID_CLEAN</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_MAID_CLEAN</Name>
            <PropSet>MAID_RAG</PropSet>
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>MAID_RAG</PropSet>
              </Item>
            </Conditions>
            <LowLodBaseAnim>World_Human_MAID_CLEAN_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_MAID_CLEAN@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_MAID_CLEAN@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_MAID_CLEAN@IDLES_B</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>LOW</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_MUSCLE_FLEX</Name>
      <PropName />
      <Models ref="MUSCLE_BEACH" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures CantBeReused DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed ForceModel NavmeshBlocking QuickExitsFromHassling</Flags>
      <Condition type="CScenarioConditionWorldSet">
        <Result>True</Result>
        <Conditions>
          <Item type="CScenarioConditionRaining">
            <Result>False</Result>
          </Item>
          <Item type="CScenarioConditionTime">
            <Result>True</Result>
            <Hours>7 8 9 10 11 12 13 14 15 16 17 18</Hours>
          </Item>
        </Conditions>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_MUSCLE_FLEX</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_MUSCLE_FLEX_ARMS_AT_SIDE</Name>
            <PropSet />
            <Flags />
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="1.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions />
            <LowLodBaseAnim>ARMS_UP_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_MUSCLE_FLEX_ARMS_AT_SIDE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_MUSCLE_FLEX_ARMS_AT_SIDE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_MUSCLE_FLEX_ARMS_IN_FRONT</Name>
            <PropSet />
            <Flags />
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="1.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions />
            <LowLodBaseAnim>ARMS_UP_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_MUSCLE_FLEX_ARMS_IN_FRONT@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_MUSCLE_FLEX_ARMS_IN_FRONT@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>HIGH</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_MUSCLE_FREE_WEIGHTS</Name>
      <PropName />
      <Models ref="MUSCLE_BEACH" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures CantBeReused DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed ForceModel NavmeshBlocking QuickExitsFromHassling</Flags>
      <Condition type="CScenarioConditionWorldSet">
        <Result>True</Result>
        <Conditions>
          <Item type="CScenarioConditionTime">
            <Result>True</Result>
            <Hours>7 8 9 10 11 12 13 14 15 16 17 18</Hours>
          </Item>
          <Item type="CScenarioConditionRaining">
            <Result>False</Result>
          </Item>
        </Conditions>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_MUSCLE_FREE_WEIGHTS</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_MUSCLE_FREE_WEIGHTS_MALE_BARBELL</Name>
            <PropSet>CURL_BAR</PropSet>
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="1.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions />
            <LowLodBaseAnim>World_Human_MUSCLE_FREE_WEIGHTS_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_MUSCLE_FREE_WEIGHTS_MALE_BARBELL@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>CURL_BAR</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_MUSCLE_FREE_WEIGHTS_MALE_BARBELL@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>CURL_BAR</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>HIGH</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_MUSICIAN</Name>
      <PropName />
      <Models ref="HIPPIE_MALE" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures ChangeToSafeTypeOnResume DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed ForceModel NavmeshBlocking QuickExitsFromHassling SpawnMalePedsOnly</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_MUSICIAN</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_MUSICIAN_MALE_BONGOS</Name>
            <PropSet>BONGOS</PropSet>
            <Flags>SpawnPropInLeftHand</Flags>
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="4.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>BONGOS</PropSet>
              </Item>
            </Conditions>
            <LowLodBaseAnim>World_Human_MUSICIAN_BONGOS_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_MUSICIAN_MALE_BONGOS@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_MUSICIAN_MALE_BONGOS@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_MUSICIAN_MALE_GUITAR</Name>
            <PropSet>GUITAR</PropSet>
            <Flags>SpawnPropInLeftHand</Flags>
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="4.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>GUITAR</PropSet>
              </Item>
            </Conditions>
            <LowLodBaseAnim>World_Human_MUSICIAN_GUITAR_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_MUSICIAN_MALE_GUITAR@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_MUSICIAN_MALE_GUITAR@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>HIGH</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_PAPARAZZI</Name>
      <PropName />
      <Models ref="NULL" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures CantBeReused DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed NavmeshBlocking QuickExitsFromHassling SpawnMalePedsOnly</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_PAPARAZZI</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_PAPARAZZI</Name>
            <PropSet>PAPARAZZI_CAMERA</PropSet>
            <Flags>DestroyPropInsteadOfDrop</Flags>
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData>
              <Item type="CConditionalClipSetVFX">
                <Name>PAPARAZZI_FLASH_TRIGGERED</Name>
                <fxName>ANM_PAPARAZZI_FLASH</fxName>
                <offsetPosition x="0.060000" y="-0.010000" z="0.080000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_R_PH_HAND</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
            </VFXData>
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_PAPARAZZI@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PAPARAZZI_CAMERA</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_PAPARAZZI@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_PAPARAZZI@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PAPARAZZI_CAMERA</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_PAPARAZZI@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PAPARAZZI_CAMERA</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>HIGH</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_PARTYING</Name>
      <PropName />
      <Models ref="NULL" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>AllowConversations BlockGestures ChangeToSafeTypeOnResume DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed NavmeshBlocking QuickExitsFromHassling</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_PARTYING</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_PARTYING_FEMALE_PARTYING_BEER</Name>
            <PropSet>DRINK_BEER</PropSet>
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>DRINK_BEER</PropSet>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_PARTYING@FEMALE@PARTYING_BEER@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>DRINK_BEER</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_PARTYING@FEMALE@PARTYING_BEER@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>DRINK_BEER</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_PARTYING_FEMALE_PARTYING_CELLPHONE</Name>
            <PropSet>PHONES</PropSet>
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>PHONES</PropSet>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_PARTYING@FEMALE@PARTYING_CELLPHONE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_PARTYING@FEMALE@PARTYING_CELLPHONE@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_PARTYING_MALE_PARTYING_BEER</Name>
            <PropSet>DRINK_BEER</PropSet>
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>DRINK_BEER</PropSet>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_PARTYING@MALE@PARTYING_BEER@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>DRINK_BEER</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_PARTYING@MALE@PARTYING_BEER@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>DRINK_BEER</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_PICNIC</Name>
      <PropName />
      <Models ref="NULL" />
      <BlockedModels ref="CANT_SIT_DOWN" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>AllowConversations BlockGestures BlockLegIk DontSpawnInRain DontTimeoutUntilIdleFinishes EnableKinematicPhysicsForPed NavmeshBlocking NoBulkyItems</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_PICNIC</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_PICNIC_FEMALE</Name>
            <PropSet />
            <Flags />
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim>World_Human_PICNIC_FEMALE_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_PICNIC_FEMALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_PICNIC_FEMALE@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_PICNIC_FEMALE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_PICNIC_FEMALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_PICNIC_FEMALE@EXIT_FLEE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </PanicExits>
          </Item>
          <Item>
            <Name>WORLD_HUMAN_PICNIC_MALE</Name>
            <PropSet />
            <Flags />
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim>World_Human_PICNIC_MALE_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_PICNIC_MALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_PICNIC_MALE@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_PICNIC_MALE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_PICNIC_MALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_PICNIC_MALE@EXIT_FLEE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </PanicExits>
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>LOW</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioWanderingInfo">
      <Name>WORLD_HUMAN_POWER_WALKER</Name>
      <PropName />
      <Models ref="POWER_WALKER" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="15000" />
      <SpawnHistoryRange value="150.000000" />
      <MaxNoInRange value="1" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="100.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents ForceModel SpawnFemalePedsOnly</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_POWER_WALKER</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_POWER_WALKER</Name>
            <PropSet />
            <Flags>OverrideOnFootClipSetWithBase</Flags>
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_POWER_WALKER@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations />
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>HIGH</eLookAtImportance>
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_PROSTITUTE_HIGH_CLASS</Name>
      <PropName />
      <Models ref="PROSTITUTE" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>AllowConversations BlockGestures DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed ForceModel NavmeshBlocking QuickExitsFromHassling SpawnFemalePedsOnly WillAttractPeds</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_PROSTITUTE_HIGH_CLASS</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_PROSTITUTE_FRENCH</Name>
            <PropSet>CIGARETTES</PropSet>
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-4.000000" />
            <GestureClipSetId />
            <VFXData>
              <Item type="CConditionalClipSetVFX">
                <Name>cigarette</Name>
                <fxName>ANM_CIG_SMOKE</fxName>
                <offsetPosition x="-0.080000" y="0.000000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_R_PH_HAND</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
              <Item type="CConditionalClipSetVFX">
                <Name>exhale</Name>
                <fxName>ANM_CIG_EXHALE_MTH</fxName>
                <offsetPosition x="-0.020000" y="0.130000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_HEAD</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
              <Item type="CConditionalClipSetVFX">
                <Name>exhale_nose</Name>
                <fxName>ANM_CIG_EXHALE_NSE</fxName>
                <offsetPosition x="0.020000" y="0.160000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_HEAD</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
            </VFXData>
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>CIGARETTES</PropSet>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_PROSTITUTE_FRENCH@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>CIGARETTES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_PROSTITUTE_FRENCH@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_PROSTITUTE_FRENCH@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_PROSTITUTE_FRENCH@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>CIGARETTES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_PROSTITUTE_HOOKER</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-4.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions />
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_PROSTITUTE_HOOKER@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_PROSTITUTE_HOOKER@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_PROSTITUTE_HOOKER@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_PROSTITUTE_HOOKER@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>HIGH</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_PROSTITUTE_LOW_CLASS</Name>
      <PropName />
      <Models ref="PROSTITUTE" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>AllowConversations BlockGestures DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed ForceModel NavmeshBlocking QuickExitsFromHassling SpawnFemalePedsOnly WillAttractPeds</Flags>
      <Condition type="NULL" />
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_PROSTITUTE_LOW_CLASS</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_PROSTITUTE_COKEHEAD</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-4.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions />
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_PROSTITUTE_COKEHEAD@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_PROSTITUTE_COKEHEAD@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_PROSTITUTE_COKEHEAD@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_PROSTITUTE_COKEHEAD@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_PROSTITUTE_CRACKHOOKER</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-4.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions />
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_PROSTITUTE_CRACKHOOKER@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_PROSTITUTE_CRACKHOOKER@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_PROSTITUTE_CRACKHOOKER@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_PROSTITUTE_CRACKHOOKER@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>HIGH</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_PUSH_UPS</Name>
      <PropName />
      <Models ref="MUSCLE_BEACH_PUSH_UPS" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="120.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures DontSpawnInRain DontTimeoutUntilIdleFinishes EnableKinematicPhysicsForPed ForceModel NavmeshBlocking RagdollEasilyFromPlayerContact SpawnMalePedsOnly UseNMGetupWhenExiting WillAttractPeds</Flags>
      <Condition type="CScenarioConditionWorldSet">
        <Result>True</Result>
        <Conditions>
          <Item type="CScenarioConditionRaining">
            <Result>False</Result>
          </Item>
          <Item type="CScenarioConditionTime">
            <Result>True</Result>
            <Hours>7 8 9 10 11 12 13 14 15 16 17 18</Hours>
          </Item>
        </Conditions>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_PUSH_UPS</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_PUSH_UPS</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim>World_Human_PUSH_UPS_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_PUSH_UPS@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_PUSH_UPS@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags>ConsiderOrientation</ActionFlags>
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_PUSH_UPS@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_PUSH_UPS@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>HIGH</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_SEAT_LEDGE</Name>
      <PropName />
      <Models ref="NULL" />
      <BlockedModels ref="CANT_SIT_DOWN" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>AttachPed BlockGestures ChangeToSafeTypeOnResume DontActivateRagdollForCollisionWithPlayerBumpImpact DontSpawnInRain DontTimeoutUntilIdleFinishes FinishExitAnimationBeforeLeaving NavmeshBlocking NoBulkyItems NoMeleeTakedowns PreferMeleeRagdoll SeatedScenario</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_SEAT_LEDGE</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_SEAT_LEDGE_FEMALE</Name>
            <PropSet />
            <Flags />
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="4.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim>GENERIC_SEATING_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_LEDGE_FEMALE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@REACT_SHOCK@BACK_LEFT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="-0.923000" y="-0.382000" z="0.000000" />
                    <Threshold value="0.923000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@REACT_SHOCK@BACK_RIGHT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="0.923000" y="-0.382000" z="0.000000" />
                    <Threshold value="0.923000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@REACT_SHOCK@FORWARD</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="0.000000" y="1.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@REACT_SHOCK@LEFT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="-1.000000" y="0.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@REACT_SHOCK@RIGHT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="1.000000" y="0.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_FEMALE@GENERIC@REACT_COWERING@FLINCH_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Flinch</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Reactions>
            <PanicBaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_FEMALE@GENERIC@REACT_COWERING@UNDIRECTED_BASE_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@REACT_COWERING@DIRECTED_BASE_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Directed_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@coward@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicBaseAnims>
            <PanicIntros>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_FEMALE@GENERIC@REACT_COWERING@UNDIRECTED_EXIT_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@REACT_COWERING@DIRECTED_ENTER_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Directed_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicIntros>
            <PanicOutros>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_FEMALE@GENERIC@REACT_COWERING@UNDIRECTED_ENTER_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@REACT_COWERING@DIRECTED_EXIT_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Directed_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicOutros>
            <PanicVariations />
            <PanicExits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@FLEE_LEDGE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </PanicExits>
          </Item>
          <Item>
            <Name>WORLD_HUMAN_SEAT_LEDGE_MALE</Name>
            <PropSet />
            <Flags />
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim>GENERIC_SEATING_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_LEDGE_MALE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_MALE@GENERIC@REACT_COWERING@FLINCH_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Flinch</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@REACT_SHOCK@BACK_LEFT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="-0.923000" y="-0.382000" z="0.000000" />
                    <Threshold value="0.923000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@REACT_SHOCK@BACK_RIGHT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="0.923000" y="-0.382000" z="0.000000" />
                    <Threshold value="0.923000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@REACT_SHOCK@FORWARD</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="0.000000" y="1.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@REACT_SHOCK@LEFT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="-1.000000" y="0.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@REACT_SHOCK@RIGHT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="1.000000" y="0.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Reactions>
            <PanicBaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_MALE@GENERIC@REACT_COWERING@UNDIRECTED_BASE_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@REACT_COWERING@DIRECTED_BASE_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Directed_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@coward@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@brave@a@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatening</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicBaseAnims>
            <PanicIntros>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_MALE@GENERIC@REACT_COWERING@UNDIRECTED_EXIT_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@REACT_COWERING@DIRECTED_ENTER_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Directed_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicIntros>
            <PanicOutros>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_MALE@GENERIC@REACT_COWERING@UNDIRECTED_ENTER_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@REACT_COWERING@DIRECTED_EXIT_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Directed_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicOutros>
            <PanicVariations />
            <PanicExits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@FLEE_LEDGE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </PanicExits>
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_SEAT_LEDGE_EATING</Name>
      <PropName>HAND_FOOD</PropName>
      <Models ref="NULL" />
      <BlockedModels ref="CANT_SIT_DOWN" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>AttachPed BlockGestures CantBeReused DontActivateRagdollForCollisionWithPlayerBumpImpact DontSpawnInRain DontTimeoutUntilIdleFinishes FinishExitAnimationBeforeLeaving NavmeshBlocking NoBulkyItems NoMeleeTakedowns PreferMeleeRagdoll SeatedScenario</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_SEAT_LEDGE_EATING</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_SEAT_LEDGE_EATING_FEMALE</Name>
            <PropSet>HAND_FOOD</PropSet>
            <Flags />
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>HAND_FOOD</PropSet>
              </Item>
            </Conditions>
            <LowLodBaseAnim>GENERIC_SEATING_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_EATING_FEMALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_LEDGE_FEMALE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_EATING_FEMALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@REACT_SHOCK@BACK_LEFT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="-0.923000" y="-0.382000" z="0.000000" />
                    <Threshold value="0.923000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@REACT_SHOCK@BACK_RIGHT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="0.923000" y="-0.382000" z="0.000000" />
                    <Threshold value="0.923000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@REACT_SHOCK@FORWARD</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="0.000000" y="1.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@REACT_SHOCK@LEFT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="-1.000000" y="0.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@REACT_SHOCK@RIGHT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="1.000000" y="0.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_FEMALE@GENERIC@REACT_COWERING@FLINCH_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Flinch</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Reactions>
            <PanicBaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@REACT_COWERING@DIRECTED_BASE_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Directed_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@coward@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_FEMALE@GENERIC@REACT_COWERING@UNDIRECTED_BASE_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicBaseAnims>
            <PanicIntros>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_FEMALE@GENERIC@REACT_COWERING@UNDIRECTED_EXIT_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@REACT_COWERING@DIRECTED_ENTER_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Directed_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicIntros>
            <PanicOutros>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_FEMALE@GENERIC@REACT_COWERING@UNDIRECTED_ENTER_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@REACT_COWERING@DIRECTED_EXIT_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Directed_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicOutros>
            <PanicVariations />
            <PanicExits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@FLEE_LEDGE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </PanicExits>
          </Item>
          <Item>
            <Name>WORLD_HUMAN_SEAT_LEDGE_EATING_MALE</Name>
            <PropSet>HAND_FOOD</PropSet>
            <Flags />
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>HAND_FOOD</PropSet>
              </Item>
            </Conditions>
            <LowLodBaseAnim>GENERIC_SEATING_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_EATING_MALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_LEDGE_MALE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_EATING_MALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_MALE@GENERIC@REACT_COWERING@FLINCH_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Flinch</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@REACT_SHOCK@BACK_LEFT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="-0.923000" y="-0.382000" z="0.000000" />
                    <Threshold value="0.923000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@REACT_SHOCK@BACK_RIGHT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="0.923000" y="-0.382000" z="0.000000" />
                    <Threshold value="0.923000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@REACT_SHOCK@FORWARD</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="0.000000" y="1.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@REACT_SHOCK@LEFT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="-1.000000" y="0.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@REACT_SHOCK@RIGHT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="1.000000" y="0.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Reactions>
            <PanicBaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_MALE@GENERIC@REACT_COWERING@UNDIRECTED_BASE_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@REACT_COWERING@DIRECTED_BASE_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Directed_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@coward@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@brave@a@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatening</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicBaseAnims>
            <PanicIntros>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_MALE@GENERIC@REACT_COWERING@UNDIRECTED_EXIT_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@REACT_COWERING@DIRECTED_ENTER_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Directed_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicIntros>
            <PanicOutros>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_MALE@GENERIC@REACT_COWERING@UNDIRECTED_ENTER_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@REACT_COWERING@DIRECTED_EXIT_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Directed_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicOutros>
            <PanicVariations />
            <PanicExits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@FLEE_LEDGE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </PanicExits>
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_SEAT_STEPS</Name>
      <PropName />
      <Models ref="NULL" />
      <BlockedModels ref="CANT_SIT_DOWN" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>AttachPed BlockGestures CantBeReused DontActivateRagdollForCollisionWithPlayerBumpImpact DontSpawnInRain DontTimeoutUntilIdleFinishes EnableKinematicPhysicsForPed NavmeshBlocking NoBulkyItems NoMeleeTakedowns PreferMeleeRagdoll SeatedScenario</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_SEAT_STEPS</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_SEAT_STEPS_FEMALE</Name>
            <PropSet />
            <Flags />
            <Probability value="40.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
              <Item type="CScenarioConditionModel">
                <Result>False</Result>
                <ModelSet ref="FATTIES" />
              </Item>
            </Conditions>
            <LowLodBaseAnim>GENERIC_SEATING_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_FEMALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_FEMALE@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_FEMALE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_FEMALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_FEMALE@IDLES_B</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_FEMALE@STATIC_REACTS@BACK_LEFT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="-1.000000" y="-1.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_FEMALE@STATIC_REACTS@BACK_RIGHT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="1.000000" y="-1.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_FEMALE@STATIC_REACTS@FORWARD</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="0.000000" y="1.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_FEMALE@STATIC_REACTS@LEFT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="-1.000000" y="0.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_FEMALE@STATIC_REACTS@RIGHT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="1.000000" y="1.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Reactions>
            <PanicBaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_FEMALE@GENERIC@REACT_COWERING@UNDIRECTED_BASE_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@REACT_COWERING@DIRECTED_BASE_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Directed_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@coward@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicBaseAnims>
            <PanicIntros>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_FEMALE@GENERIC@REACT_COWERING@UNDIRECTED_EXIT_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@REACT_COWERING@DIRECTED_ENTER_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Directed_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicIntros>
            <PanicOutros>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_FEMALE@GENERIC@REACT_COWERING@UNDIRECTED_ENTER_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@REACT_COWERING@DIRECTED_EXIT_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Directed_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicOutros>
            <PanicVariations />
            <PanicExits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_FEMALE@REACT_FLEE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </PanicExits>
          </Item>
          <Item>
            <Name>WORLD_HUMAN_SEAT_STEPS_MALE_ELBOWS_ON_KNEES</Name>
            <PropSet />
            <Flags />
            <Probability value="30.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionModel">
                <Result>False</Result>
                <ModelSet ref="SKINNY" />
              </Item>
            </Conditions>
            <LowLodBaseAnim>GENERIC_SEATING_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_MALE_ELBOWS_ON_KNEES@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_MALE_ELBOWS_ON_KNEES@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_MALE_ELBOWS_ON_KNEES@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_MALE_ELBOWS_ON_KNEES@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_MALE_ELBOWS_ON_KNEES@IDLES_B</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_MALE_ELBOWS_ON_KNEES@STATIC_REACTS@BACK_LEFT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="-1.000000" y="-1.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_MALE_ELBOWS_ON_KNEES@STATIC_REACTS@BACK_RIGHT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="1.000000" y="-1.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_MALE_ELBOWS_ON_KNEES@STATIC_REACTS@FORWARD</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="0.000000" y="1.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_MALE_ELBOWS_ON_KNEES@STATIC_REACTS@LEFT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="-1.000000" y="0.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_MALE_ELBOWS_ON_KNEES@STATIC_REACTS@RIGHT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="1.000000" y="1.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Reactions>
            <PanicBaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_MALE@ELBOWS_ON_KNEES@REACT_COWERING@UNDIRECTED_BASE_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_MALE@ELBOWS_ON_KNEES@REACT_COWERING@DIRECTED_BASE_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Directed_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@coward@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@brave@a@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatening</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicBaseAnims>
            <PanicIntros>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_MALE@ELBOWS_ON_KNEES@REACT_COWERING@UNDIRECTED_EXIT_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_MALE@ELBOWS_ON_KNEES@REACT_COWERING@DIRECTED_EXIT_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Directed_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicIntros>
            <PanicOutros>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_MALE@ELBOWS_ON_KNEES@REACT_COWERING@DIRECTED_ENTER_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Directed_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_MALE@ELBOWS_ON_KNEES@REACT_COWERING@UNDIRECTED_ENTER_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicOutros>
            <PanicVariations />
            <PanicExits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_MALE_ELBOWS_ON_KNEES@REACT_FLEE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </PanicExits>
          </Item>
          <Item>
            <Name>WORLD_HUMAN_SEAT_STEPS_MALE_ELBOWS_ON_KNEES_SKINNY</Name>
            <PropSet />
            <Flags />
            <Probability value="30.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionModel">
                <Result>True</Result>
                <ModelSet ref="SKINNY" />
              </Item>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim>GENERIC_SEATING_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_MALE_ELBOWS_ON_KNEES_SKINNY@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_MALE_ELBOWS_ON_KNEES_SKINNY@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_MALE_ELBOWS_ON_KNEES_SKINNY@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_MALE_ELBOWS_ON_KNEES_SKINNY@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_MALE_ELBOWS_ON_KNEES_SKINNY@IDLES_B</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_MALE_ELBOWS_ON_KNEES_SKINNY@STATIC_REACTS@BACK_LEFT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="-1.000000" y="-1.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_MALE_ELBOWS_ON_KNEES_SKINNY@STATIC_REACTS@BACK_RIGHT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="1.000000" y="-1.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_MALE_ELBOWS_ON_KNEES_SKINNY@STATIC_REACTS@FORWARD</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="0.000000" y="1.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_MALE_ELBOWS_ON_KNEES_SKINNY@STATIC_REACTS@LEFT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="-1.000000" y="0.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_MALE_ELBOWS_ON_KNEES_SKINNY@STATIC_REACTS@RIGHT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="1.000000" y="1.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Reactions>
            <PanicBaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_MALE@ELBOWS_ON_KNEES@REACT_COWERING@UNDIRECTED_BASE_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_MALE@ELBOWS_ON_KNEES@REACT_COWERING@DIRECTED_BASE_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Directed_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@coward@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@brave@a@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatening</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicBaseAnims>
            <PanicIntros>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_MALE@ELBOWS_ON_KNEES@REACT_COWERING@UNDIRECTED_EXIT_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_MALE@ELBOWS_ON_KNEES@REACT_COWERING@DIRECTED_EXIT_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Directed_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicIntros>
            <PanicOutros>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_MALE@ELBOWS_ON_KNEES@REACT_COWERING@DIRECTED_ENTER_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Directed_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_MALE@ELBOWS_ON_KNEES@REACT_COWERING@UNDIRECTED_ENTER_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicOutros>
            <PanicVariations />
            <PanicExits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_MALE_ELBOWS_ON_KNEES_SKINNY@REACT_FLEE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </PanicExits>
          </Item>
          <Item>
            <Name>WORLD_HUMAN_SEAT_STEPS_MALE_HANDS_IN_LAP</Name>
            <PropSet />
            <Flags />
            <Probability value="30.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="0.500000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionModel">
                <Result>False</Result>
                <ModelSet ref="SKINNY" />
              </Item>
            </Conditions>
            <LowLodBaseAnim>GENERIC_SEATING_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_MALE_HANDS_IN_LAP@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_MALE_HANDS_IN_LAP@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_MALE_HANDS_IN_LAP@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_MALE_HANDS_IN_LAP@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_MALE_HANDS_IN_LAP@IDLES_B</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_MALE_HANDS_IN_LAP@STATIC_REACTS@BACK_LEFT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="-1.000000" y="-1.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_MALE_HANDS_IN_LAP@STATIC_REACTS@BACK_RIGHT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="1.000000" y="-1.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_MALE_HANDS_IN_LAP@STATIC_REACTS@FORWARD</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="0.000000" y="1.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_MALE_HANDS_IN_LAP@STATIC_REACTS@LEFT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="-1.000000" y="0.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_MALE_HANDS_IN_LAP@STATIC_REACTS@RIGHT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="1.000000" y="1.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Reactions>
            <PanicBaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_MALE@GENERIC@REACT_COWERING@UNDIRECTED_BASE_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_MALE@GENERIC@REACT_COWERING@DIRECTED_BASE_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Directed_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@coward@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@brave@a@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatening</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicBaseAnims>
            <PanicIntros>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_MALE@GENERIC@REACT_COWERING@UNDIRECTED_EXIT_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_MALE@GENERIC@REACT_COWERING@DIRECTED_EXIT_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Directed_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicIntros>
            <PanicOutros>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_MALE@GENERIC@REACT_COWERING@DIRECTED_ENTER_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Directed_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_MALE@GENERIC@REACT_COWERING@UNDIRECTED_ENTER_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicOutros>
            <PanicVariations />
            <PanicExits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_STEPS_MALE_HANDS_IN_LAP@REACT_FLEE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </PanicExits>
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>LOW</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_SEAT_WALL</Name>
      <PropName />
      <Models ref="NULL" />
      <BlockedModels ref="CANT_SIT_DOWN" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>AttachPed BlockGestures CantBeReused DontActivateRagdollForCollisionWithPlayerBumpImpact DontSpawnInRain DontTimeoutUntilIdleFinishes IgnoreWorldGeometryDuringExitProbeCheck NavmeshBlocking NoBulkyItems NoMeleeTakedowns PreferMeleeRagdoll SeatedScenario ValidateExitsWithProbeChecks</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_SEAT_WALL</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_SEAT_WALL_FEMALE</Name>
            <PropSet />
            <Flags />
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim>GENERIC_SEATING_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@REACT_SHOCK@BACK_LEFT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="-0.923000" y="-0.382000" z="0.000000" />
                    <Threshold value="0.923000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@REACT_SHOCK@BACK_RIGHT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="0.923000" y="-0.382000" z="0.000000" />
                    <Threshold value="0.923000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@REACT_SHOCK@FORWARD</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="0.000000" y="1.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@REACT_SHOCK@LEFT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="-1.000000" y="0.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@REACT_SHOCK@RIGHT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="1.000000" y="0.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_FEMALE@GENERIC@REACT_COWERING@FLINCH_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Flinch</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Reactions>
            <PanicBaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_FEMALE@GENERIC@REACT_COWERING@UNDIRECTED_BASE_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@REACT_COWERING@DIRECTED_BASE_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Directed_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@coward@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicBaseAnims>
            <PanicIntros>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_FEMALE@GENERIC@REACT_COWERING@UNDIRECTED_EXIT_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@REACT_COWERING@DIRECTED_ENTER_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Directed_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@FLEE_WALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicIntros>
            <PanicOutros>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_FEMALE@GENERIC@REACT_COWERING@UNDIRECTED_ENTER_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@REACT_COWERING@DIRECTED_EXIT_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Directed_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicOutros>
            <PanicVariations />
            <PanicExits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@FLEE_WALL</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </PanicExits>
          </Item>
          <Item>
            <Name>WORLD_HUMAN_SEAT_WALL_MALE</Name>
            <PropSet />
            <Flags />
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim>GENERIC_SEATING_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_MALE@GENERIC@REACT_COWERING@FLINCH_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Flinch</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@REACT_SHOCK@BACK_LEFT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="-0.923000" y="-0.382000" z="0.000000" />
                    <Threshold value="0.923000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@REACT_SHOCK@BACK_RIGHT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="0.923000" y="-0.382000" z="0.000000" />
                    <Threshold value="0.923000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@REACT_SHOCK@FORWARD</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="0.000000" y="1.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@REACT_SHOCK@LEFT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="-1.000000" y="0.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@REACT_SHOCK@RIGHT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="1.000000" y="0.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Reactions>
            <PanicBaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_MALE@GENERIC@REACT_COWERING@UNDIRECTED_BASE_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@REACT_COWERING@DIRECTED_BASE_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Directed_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@coward@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@brave@a@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatening</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicBaseAnims>
            <PanicIntros>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_MALE@GENERIC@REACT_COWERING@UNDIRECTED_EXIT_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@REACT_COWERING@DIRECTED_ENTER_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Directed_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@FLEE_WALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicIntros>
            <PanicOutros>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_MALE@GENERIC@REACT_COWERING@UNDIRECTED_ENTER_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@REACT_COWERING@DIRECTED_EXIT_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Directed_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicOutros>
            <PanicVariations />
            <PanicExits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@FLEE_WALL</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </PanicExits>
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="0.100000" />
      <FallExitThreshold value="1.000000" />
      <MaxDistanceMayAdjustPathSearchOnExit value="0.8f" />
      <eLookAtImportance>LOW</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_SEAT_WALL_EATING</Name>
      <PropName>HAND_FOOD</PropName>
      <Models ref="NULL" />
      <BlockedModels ref="CANT_SIT_DOWN" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>AttachPed BlockGestures CantBeReused DontActivateRagdollForCollisionWithPlayerBumpImpact DontSpawnInRain DontTimeoutUntilIdleFinishes IgnoreWorldGeometryDuringExitProbeCheck NavmeshBlocking NoBulkyItems NoMeleeTakedowns PreferMeleeRagdoll SeatedScenario ValidateExitsWithProbeChecks</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_SEAT_WALL_EATING</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_SEAT_WALL_EATING_FEMALE</Name>
            <PropSet>HAND_FOOD</PropSet>
            <Flags />
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>HAND_FOOD</PropSet>
              </Item>
            </Conditions>
            <LowLodBaseAnim>GENERIC_SEATING_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_EATING_FEMALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_EATING_FEMALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@REACT_SHOCK@BACK_LEFT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="-0.923000" y="-0.382000" z="0.000000" />
                    <Threshold value="0.923000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@REACT_SHOCK@BACK_RIGHT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="0.923000" y="-0.382000" z="0.000000" />
                    <Threshold value="0.923000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@REACT_SHOCK@FORWARD</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="0.000000" y="1.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@REACT_SHOCK@LEFT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="-1.000000" y="0.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@REACT_SHOCK@RIGHT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="1.000000" y="0.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_FEMALE@GENERIC@REACT_COWERING@FLINCH_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Flinch</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Reactions>
            <PanicBaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_FEMALE@GENERIC@REACT_COWERING@UNDIRECTED_BASE_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@REACT_COWERING@DIRECTED_BASE_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Directed_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@coward@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicBaseAnims>
            <PanicIntros>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_FEMALE@GENERIC@REACT_COWERING@UNDIRECTED_EXIT_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@REACT_COWERING@DIRECTED_ENTER_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Directed_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@FLEE_WALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicIntros>
            <PanicOutros>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_FEMALE@GENERIC@REACT_COWERING@UNDIRECTED_ENTER_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@REACT_COWERING@DIRECTED_EXIT_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Directed_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicOutros>
            <PanicVariations />
            <PanicExits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@FLEE_WALL</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </PanicExits>
          </Item>
          <Item>
            <Name>WORLD_HUMAN_SEAT_WALL_EATING_MALE</Name>
            <PropSet>HAND_FOOD</PropSet>
            <Flags />
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>HAND_FOOD</PropSet>
              </Item>
            </Conditions>
            <LowLodBaseAnim>GENERIC_SEATING_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_EATING_MALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_EATING_MALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_MALE@GENERIC@REACT_COWERING@FLINCH_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Flinch</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@REACT_SHOCK@BACK_LEFT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="-0.923000" y="-0.382000" z="0.000000" />
                    <Threshold value="0.923000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@REACT_SHOCK@BACK_RIGHT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="0.923000" y="-0.382000" z="0.000000" />
                    <Threshold value="0.923000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@REACT_SHOCK@FORWARD</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="0.000000" y="1.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@REACT_SHOCK@LEFT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="-1.000000" y="0.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@REACT_SHOCK@RIGHT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                  <Item type="CScenarioConditionAmbientEventDirection">
                    <Result>True</Result>
                    <Direction x="1.000000" y="0.000000" z="0.000000" />
                    <Threshold value="0.707000" />
                    <FlattenZ value="true" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Reactions>
            <PanicBaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_MALE@GENERIC@REACT_COWERING@UNDIRECTED_BASE_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@REACT_COWERING@DIRECTED_BASE_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Directed_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@coward@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@brave@a@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatening</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicBaseAnims>
            <PanicIntros>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_MALE@GENERIC@REACT_COWERING@UNDIRECTED_EXIT_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@REACT_COWERING@DIRECTED_ENTER_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Directed_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@FLEE_WALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicIntros>
            <PanicOutros>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_MALE@GENERIC@REACT_COWERING@UNDIRECTED_ENTER_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@REACT_COWERING@DIRECTED_EXIT_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Directed_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicOutros>
            <PanicVariations />
            <PanicExits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@FLEE_WALL</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </PanicExits>
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="0.100000" />
      <FallExitThreshold value="1.000000" />
      <eLookAtImportance>LOW</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_SEAT_WALL_TABLET</Name>
      <PropName />
      <Models ref="NULL" />
      <BlockedModels ref="CANT_SIT_DOWN" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>AttachPed BlockGestures CantBeReused DontActivateRagdollForCollisionWithPlayerBumpImpact DontSpawnInRain DontTimeoutUntilIdleFinishes IgnoreWorldGeometryDuringExitProbeCheck NavmeshBlocking NoBulkyItems NoMeleeTakedowns PreferMeleeRagdoll SeatedScenario ValidateExitsWithProbeChecks</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_SEAT_WALL_TABLET</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_SEAT_WALL_TABLET_FEMALE</Name>
            <PropSet>TABLET</PropSet>
            <Flags>SpawnPropInLeftHand DestroyPropInsteadOfDrop</Flags>
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>TABLET</PropSet>
              </Item>
              <Item type="CScenarioConditionAffluence">
                <Result>False</Result>
                <Affluence>AFF_POOR</Affluence>
              </Item>
              <Item type="CScenarioConditionTechSavvy">
                <Result>False</Result>
                <TechSavvy>TS_LOW</TechSavvy>
              </Item>
            </Conditions>
            <LowLodBaseAnim>GENERIC_SEATING_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_TABLET_FEMALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_TABLET_FEMALE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_TABLET_FEMALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_FEMALE@GENERIC@REACT_COWERING@FLINCH_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Flinch</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Reactions>
            <PanicBaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_FEMALE@GENERIC@REACT_COWERING@UNDIRECTED_BASE_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@REACT_COWERING@DIRECTED_BASE_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Directed_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@coward@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicBaseAnims>
            <PanicIntros>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_FEMALE@GENERIC@REACT_COWERING@UNDIRECTED_EXIT_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@REACT_COWERING@DIRECTED_ENTER_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Directed_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@FLEE_WALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicIntros>
            <PanicOutros>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_FEMALE@GENERIC@REACT_COWERING@UNDIRECTED_ENTER_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@REACT_COWERING@DIRECTED_EXIT_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Directed_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicOutros>
            <PanicVariations />
            <PanicExits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_FEMALE@FLEE_WALL</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </PanicExits>
          </Item>
          <Item>
            <Name>WORLD_HUMAN_SEAT_WALL_TABLET_MALE</Name>
            <PropSet>TABLET</PropSet>
            <Flags>SpawnPropInLeftHand DestroyPropInsteadOfDrop</Flags>
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>TABLET</PropSet>
              </Item>
              <Item type="CScenarioConditionAffluence">
                <Result>False</Result>
                <Affluence>AFF_POOR</Affluence>
              </Item>
              <Item type="CScenarioConditionTechSavvy">
                <Result>False</Result>
                <TechSavvy>TS_LOW</TechSavvy>
              </Item>
            </Conditions>
            <LowLodBaseAnim>GENERIC_SEATING_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_TABLET_MALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_TABLET_MALE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_TABLET_MALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_TABLET_MALE@IDLES_B</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_MALE@GENERIC@REACT_COWERING@FLINCH_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Flinch</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Reactions>
            <PanicBaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_MALE@GENERIC@REACT_COWERING@UNDIRECTED_BASE_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@REACT_COWERING@DIRECTED_BASE_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Directed_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@coward@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>move_m@brave@a@no_intro</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatening</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicBaseAnims>
            <PanicIntros>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_MALE@GENERIC@REACT_COWERING@UNDIRECTED_EXIT_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@REACT_COWERING@DIRECTED_ENTER_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Directed_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@FLEE_WALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Threatened</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicIntros>
            <PanicOutros>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@PROP_HUMAN_SEAT_CHAIR_MALE@GENERIC@REACT_COWERING@UNDIRECTED_ENTER_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@REACT_COWERING@DIRECTED_EXIT_ALL</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionAmbientEventTypeCheck">
                    <Result>True</Result>
                    <Type>AET_Directed_In_Place</Type>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </PanicOutros>
            <PanicVariations />
            <PanicExits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SEAT_WALL_MALE@FLEE_WALL</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </PanicExits>
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="0.100000" />
      <FallExitThreshold value="1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_SECURITY_SHINE_TORCH</Name>
      <PropName>TORCH</PropName>
      <Models ref="SECURITY" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="150.000000" />
      <MaxNoInRange value="1" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="30.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed ForceModel NavmeshBlocking QuickExitsFromHassling SpawnMalePedsOnly</Flags>
      <Condition type="CScenarioConditionTime">
        <Result>True</Result>
        <Hours>0 1 2 3 4 5 20 21 22 23</Hours>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_SECURITY_SHINE_TORCH</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_SECURITY_SHINE_TORCH</Name>
            <PropSet>TORCH</PropSet>
            <Flags>SpawnPropInLeftHand</Flags>
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim>World_Human_SECURITY_SHINE_TORCH_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SECURITY_SHINE_TORCH@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SECURITY_SHINE_TORCH@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SECURITY_SHINE_TORCH@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>TORCH</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SECURITY_SHINE_TORCH@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>TORCH</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SECURITY_SHINE_TORCH@IDLES_B</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>TORCH</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>HIGH</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_SIT_UPS</Name>
      <PropName />
      <Models ref="MUSCLE_BEACH" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="120.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures BlockLegIk DontSpawnInRain DontTimeoutUntilIdleFinishes EnableKinematicPhysicsForPed ForceModel NavmeshBlocking WillAttractPeds</Flags>
      <Condition type="CScenarioConditionWorldSet">
        <Result>True</Result>
        <Conditions>
          <Item type="CScenarioConditionRaining">
            <Result>False</Result>
          </Item>
          <Item type="CScenarioConditionTime">
            <Result>True</Result>
            <Hours>7 8 9 10 11 12 13 14 15 16 17 18</Hours>
          </Item>
        </Conditions>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_SIT_UPS</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_SIT_UPS</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim>World_Human_SIT_UPS_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SIT_UPS@MALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SIT_UPS@MALE@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags>ConsiderOrientation</ActionFlags>
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SIT_UPS@MALE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SIT_UPS@MALE@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SIT_UPS@MALE@EXIT_FLEE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </PanicExits>
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>HIGH</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_SMOKING</Name>
      <PropName />
      <Models ref="NULL" />
      <BlockedModels ref="CANT_SMOKE" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>AllowConversations BlockGestures DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed NavmeshBlocking QuickExitsFromHassling</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_SMOKING</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_SMOKING_MALE_A</Name>
            <PropSet>CIGARETTES</PropSet>
            <Flags />
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData>
              <Item type="CConditionalClipSetVFX">
                <Name>cigarette</Name>
                <fxName>ANM_CIG_SMOKE</fxName>
                <offsetPosition x="-0.080000" y="0.000000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_R_PH_HAND</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
              <Item type="CConditionalClipSetVFX">
                <Name>exhale</Name>
                <fxName>ANM_CIG_EXHALE_MTH</fxName>
                <offsetPosition x="-0.020000" y="0.130000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_HEAD</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
              <Item type="CConditionalClipSetVFX">
                <Name>exhale_nose</Name>
                <fxName>ANM_CIG_EXHALE_NSE</fxName>
                <offsetPosition x="0.020000" y="0.160000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_HEAD</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
            </VFXData>
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionModel">
                <Result>False</Result>
                <ModelSet ref="FATTIES" />
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SMOKING_MALE_A@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SMOKING_MALE_A@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SMOKING_MALE_A@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>CIGARETTES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SMOKING_MALE_A@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>CIGARETTES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_SMOKING_FAT_MALE_A</Name>
            <PropSet>CIGARETTES</PropSet>
            <Flags />
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData>
              <Item type="CConditionalClipSetVFX">
                <Name>cigarette</Name>
                <fxName>ANM_CIG_SMOKE</fxName>
                <offsetPosition x="-0.080000" y="0.000000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_R_PH_HAND</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
              <Item type="CConditionalClipSetVFX">
                <Name>exhale</Name>
                <fxName>ANM_CIG_EXHALE_MTH</fxName>
                <offsetPosition x="-0.020000" y="0.130000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_HEAD</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
              <Item type="CConditionalClipSetVFX">
                <Name>exhale_nose</Name>
                <fxName>ANM_CIG_EXHALE_NSE</fxName>
                <offsetPosition x="0.020000" y="0.160000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_HEAD</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
            </VFXData>
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionModel">
                <Result>True</Result>
                <ModelSet ref="FATTIES" />
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SMOKING_FAT_MALE_A@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SMOKING_FAT_MALE_A@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SMOKING_FAT_MALE_A@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>CIGARETTES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SMOKING_FAT_MALE_A@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>CIGARETTES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_SMOKING_MALE_B</Name>
            <PropSet>CIGARETTES</PropSet>
            <Flags />
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData>
              <Item type="CConditionalClipSetVFX">
                <Name>cigarette</Name>
                <fxName>ANM_CIG_SMOKE</fxName>
                <offsetPosition x="-0.080000" y="0.000000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_R_PH_HAND</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
              <Item type="CConditionalClipSetVFX">
                <Name>exhale</Name>
                <fxName>ANM_CIG_EXHALE_MTH</fxName>
                <offsetPosition x="-0.020000" y="0.130000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_HEAD</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
              <Item type="CConditionalClipSetVFX">
                <Name>exhale_nose</Name>
                <fxName>ANM_CIG_EXHALE_NSE</fxName>
                <offsetPosition x="0.020000" y="0.160000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_HEAD</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
            </VFXData>
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionModel">
                <Result>False</Result>
                <ModelSet ref="FATTIES" />
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SMOKING_MALE_B@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SMOKING_MALE_B@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SMOKING_MALE_B@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>CIGARETTES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SMOKING_MALE_B@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>CIGARETTES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_SMOKING_FAT_MALE_B</Name>
            <PropSet>CIGARETTES</PropSet>
            <Flags />
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData>
              <Item type="CConditionalClipSetVFX">
                <Name>cigarette</Name>
                <fxName>ANM_CIG_SMOKE</fxName>
                <offsetPosition x="-0.080000" y="0.000000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_R_PH_HAND</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
              <Item type="CConditionalClipSetVFX">
                <Name>exhale</Name>
                <fxName>ANM_CIG_EXHALE_MTH</fxName>
                <offsetPosition x="-0.020000" y="0.130000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_HEAD</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
              <Item type="CConditionalClipSetVFX">
                <Name>exhale_nose</Name>
                <fxName>ANM_CIG_EXHALE_NSE</fxName>
                <offsetPosition x="0.020000" y="0.160000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_HEAD</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
            </VFXData>
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionModel">
                <Result>True</Result>
                <ModelSet ref="FATTIES" />
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SMOKING_FAT_MALE_B@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SMOKING_FAT_MALE_B@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SMOKING_FAT_MALE_B@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>CIGARETTES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SMOKING_FAT_MALE_B@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>CIGARETTES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_SMOKING_FEMALE</Name>
            <PropSet>CIGARETTES</PropSet>
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData>
              <Item type="CConditionalClipSetVFX">
                <Name>cigarette</Name>
                <fxName>ANM_CIG_SMOKE</fxName>
                <offsetPosition x="-0.080000" y="0.000000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_R_PH_HAND</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
              <Item type="CConditionalClipSetVFX">
                <Name>exhale</Name>
                <fxName>ANM_CIG_EXHALE_MTH</fxName>
                <offsetPosition x="-0.020000" y="0.130000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_HEAD</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
              <Item type="CConditionalClipSetVFX">
                <Name>exhale_nose</Name>
                <fxName>ANM_CIG_EXHALE_NSE</fxName>
                <offsetPosition x="0.020000" y="0.160000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_HEAD</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
            </VFXData>
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
              <Item type="CScenarioConditionModel">
                <Result>False</Result>
                <ModelSet ref="FATTIES" />
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SMOKING_FEMALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SMOKING_FEMALE@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SMOKING_FEMALE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>CIGARETTES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SMOKING_FEMALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>CIGARETTES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_SMOKING_FAT_FEMALE</Name>
            <PropSet>CIGARETTES</PropSet>
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData>
              <Item type="CConditionalClipSetVFX">
                <Name>cigarette</Name>
                <fxName>ANM_CIG_SMOKE</fxName>
                <offsetPosition x="-0.080000" y="0.000000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_R_PH_HAND</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
              <Item type="CConditionalClipSetVFX">
                <Name>exhale</Name>
                <fxName>ANM_CIG_EXHALE_MTH</fxName>
                <offsetPosition x="-0.020000" y="0.130000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_HEAD</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
              <Item type="CConditionalClipSetVFX">
                <Name>exhale_nose</Name>
                <fxName>ANM_CIG_EXHALE_NSE</fxName>
                <offsetPosition x="0.020000" y="0.160000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_HEAD</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
            </VFXData>
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
              <Item type="CScenarioConditionModel">
                <Result>True</Result>
                <ModelSet ref="FATTIES" />
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SMOKING_FAT_FEMALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SMOKING_FAT_FEMALE@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SMOKING_FAT_FEMALE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>CIGARETTES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SMOKING_FAT_FEMALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>CIGARETTES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>LOW</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_SMOKING_POT</Name>
      <PropName />
      <Models ref="NULL" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>AllowConversations BlockGestures ChangeToSafeTypeOnResume DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed NavmeshBlocking QuickExitsFromHassling</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_SMOKING_POT</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_SMOKING_POT_MALE</Name>
            <PropSet>JOINT</PropSet>
            <Flags>SpawnPropInLeftHand</Flags>
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData>
              <Item type="CConditionalClipSetVFX">
                <Name>cigarette</Name>
                <fxName>ANM_CIG_SMOKE</fxName>
                <offsetPosition x="-0.080000" y="0.000000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_L_PH_HAND</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
              <Item type="CConditionalClipSetVFX">
                <Name>exhale</Name>
                <fxName>ANM_CIG_EXHALE_MTH</fxName>
                <offsetPosition x="-0.020000" y="0.130000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_HEAD</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
            </VFXData>
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>JOINT</PropSet>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SMOKING_POT_MALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SMOKING_POT_MALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_SMOKING_POT_FEMALE</Name>
            <PropSet>JOINT</PropSet>
            <Flags>SpawnPropInLeftHand</Flags>
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData>
              <Item type="CConditionalClipSetVFX">
                <Name>cigarette</Name>
                <fxName>ANM_CIG_SMOKE</fxName>
                <offsetPosition x="-0.080000" y="0.000000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_L_PH_HAND</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
              <Item type="CConditionalClipSetVFX">
                <Name>exhale</Name>
                <fxName>ANM_CIG_EXHALE_MTH</fxName>
                <offsetPosition x="-0.020000" y="0.130000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_HEAD</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
            </VFXData>
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
              <Item type="CScenarioConditionModel">
                <Result>False</Result>
                <ModelSet ref="FATTIES" />
              </Item>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>JOINT</PropSet>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SMOKING_POT_FEMALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SMOKING_POT_FEMALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_SMOKING_POT_FEMALE_FAT</Name>
            <PropSet>JOINT</PropSet>
            <Flags>SpawnPropInLeftHand</Flags>
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData>
              <Item type="CConditionalClipSetVFX">
                <Name>cigarette</Name>
                <fxName>ANM_CIG_SMOKE</fxName>
                <offsetPosition x="-0.080000" y="0.000000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_L_PH_HAND</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
              <Item type="CConditionalClipSetVFX">
                <Name>exhale</Name>
                <fxName>ANM_CIG_EXHALE_MTH</fxName>
                <offsetPosition x="-0.020000" y="0.130000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_HEAD</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
            </VFXData>
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
              <Item type="CScenarioConditionModel">
                <Result>True</Result>
                <ModelSet ref="FATTIES" />
              </Item>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>JOINT</PropSet>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SMOKING_POT_FEMALE_FAT@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SMOKING_POT_FEMALE_FAT@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_STAND_FIRE</Name>
      <PropName />
      <Models ref="NULL" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>AllowConversations BlockGestures ChangeToSafeTypeOnResume DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed NavmeshBlocking QuickExitsFromHassling SpawnMalePedsOnly</Flags>
      <Condition type="CScenarioConditionWorldSet">
        <Result>True</Result>
        <Conditions>
          <Item type="CScenarioConditionRaining">
            <Result>False</Result>
          </Item>
          <Item type="CScenarioConditionTime">
            <Result>True</Result>
            <Hours>0 1 2 3 4 18 19 20 21 22 23</Hours>
          </Item>
        </Conditions>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_STAND_FIRE</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_STAND_FIRE_MALE</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_FIRE_MALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_FIRE_MALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>HIGH</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_STAND_FISHING</Name>
      <PropName />
      <Models ref="NULL" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures ChangeToSafeTypeOnResume DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed NavmeshBlocking QuickExitsFromHassling SpawnMalePedsOnly</Flags>
      <Condition type="CScenarioConditionWorldSet">
        <Result>True</Result>
        <Conditions>
          <Item type="CScenarioConditionRaining">
            <Result>False</Result>
          </Item>
          <Item type="CScenarioConditionTime">
            <Result>True</Result>
            <Hours>5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20</Hours>
          </Item>
        </Conditions>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_STAND_FISHING</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_STAND_FISHING</Name>
            <PropSet>FISHING_ROD</PropSet>
            <Flags>SpawnPropInLeftHand</Flags>
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions />
            <LowLodBaseAnim>World_Human_STAND_FISHING_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_FISHING@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_FISHING@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_STAND_IMPATIENT</Name>
      <PropName />
      <Models ref="NULL" />
      <BlockedModels ref="CANT_STAND_IMPATIENT" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed NavmeshBlocking QuickExitsFromHassling</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_STAND_IMPATIENT</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_STAND_IMPATIENT_FEMALE</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="10.000000" />
            <ChanceOfSpawningWithAnything value="0.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_IMPATIENT_FEMALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_IMPATIENT_FEMALE@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_IMPATIENT_FEMALE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_IMPATIENT_FEMALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_STAND_IMPATIENT_MALE</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="10.000000" />
            <ChanceOfSpawningWithAnything value="0.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_IMPATIENT_MALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_IMPATIENT_MALE@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_IMPATIENT_MALE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_IMPATIENT_MALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_STAND_IMPATIENT_UPRIGHT</Name>
      <PropName />
      <Models ref="NULL" />
      <BlockedModels ref="CANT_STAND_IMPATIENT" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_STAND_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed NavmeshBlocking QuickExitsFromHassling</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_STAND_IMPATIENT_UPRIGHT</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_STAND_IMPATIENT_FEMALE</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="10.000000" />
            <ChanceOfSpawningWithAnything value="0.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_IMPATIENT_FEMALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_IMPATIENT_FEMALE@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_IMPATIENT_FEMALE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_IMPATIENT_FEMALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_STAND_IMPATIENT_MALE</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="10.000000" />
            <ChanceOfSpawningWithAnything value="0.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_IMPATIENT_MALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_IMPATIENT_MALE@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_IMPATIENT_MALE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_IMPATIENT_MALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_STAND_MOBILE</Name>
      <PropName>PHONES</PropName>
      <Models ref="NULL" />
      <BlockedModels ref="CANT_USE_PHONES" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed NavmeshBlocking QuickExitsFromHassling</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_STAND_MOBILE</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_STAND_MOBILE_CALL_MALE</Name>
            <PropSet>PHONES</PropSet>
            <Flags>DestroyPropInsteadOfDrop MobilePhoneConversation</Flags>
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="CScenarioTransitionInfo">
              <TransitionToScenario>EAR_TO_TEXT</TransitionToScenario>
              <TransitionToScenarioConditionalAnims>EAR_TO_TEXT_MALE</TransitionToScenarioConditionalAnims>
            </TransitionInfo>
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionModel">
                <Result>False</Result>
                <ModelSet ref="FATTIES" />
              </Item>
              <Item type="CScenarioConditionTechSavvy">
                <Result>False</Result>
                <TechSavvy>TS_LOW</TechSavvy>
              </Item>
              <Item type="CScenarioConditionPhoneConversationAvailable">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionCanStartNewPhoneConversation">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_CALL_MALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags>MobilePhoneConversation</ActionFlags>
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_CALL_MALE@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags>MobilePhoneConversation</ActionFlags>
              </Item>
            </Enters>
            <Exits />
            <Variations />
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_STAND_MOBILE_TEXT_MALE</Name>
            <PropSet>PHONES</PropSet>
            <Flags>DestroyPropInsteadOfDrop</Flags>
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionModel">
                <Result>False</Result>
                <ModelSet ref="FATTIES" />
              </Item>
              <Item type="CScenarioConditionTechSavvy">
                <Result>False</Result>
                <TechSavvy>TS_LOW</TechSavvy>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE@MALE@TEXT@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE@MALE@TEXT@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE@MALE@TEXT@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE@MALE@TEXT@IDLE_A</ClipSet>
                <AssociatedSpeech>LOOKING_AT_PHONE</AssociatedSpeech>
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_STAND_MOBILE_CALL_FEMALE</Name>
            <PropSet>PHONES</PropSet>
            <Flags>DestroyPropInsteadOfDrop MobilePhoneConversation</Flags>
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="CScenarioTransitionInfo">
              <TransitionToScenario>EAR_TO_TEXT</TransitionToScenario>
              <TransitionToScenarioConditionalAnims>EAR_TO_TEXT_FEMALE</TransitionToScenarioConditionalAnims>
            </TransitionInfo>
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
              <Item type="CScenarioConditionModel">
                <Result>False</Result>
                <ModelSet ref="FATTIES" />
              </Item>
              <Item type="CScenarioConditionTechSavvy">
                <Result>False</Result>
                <TechSavvy>TS_LOW</TechSavvy>
              </Item>
              <Item type="CScenarioConditionPhoneConversationAvailable">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionCanStartNewPhoneConversation">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_CALL_FEMALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags>MobilePhoneConversation</ActionFlags>
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_CALL_FEMALE@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Enters>
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_CALL_FEMALE@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioPhoneConversationInProgress">
                    <Result>True</Result>
                  </Item>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags>MobilePhoneConversation</ActionFlags>
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_STAND_MOBILE_TEXT_FEMALE</Name>
            <PropSet>PHONES</PropSet>
            <Flags>DestroyPropInsteadOfDrop</Flags>
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
              <Item type="CScenarioConditionModel">
                <Result>False</Result>
                <ModelSet ref="FATTIES" />
              </Item>
              <Item type="CScenarioConditionTechSavvy">
                <Result>False</Result>
                <TechSavvy>TS_LOW</TechSavvy>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE@FEMALE@TEXT@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE@FEMALE@TEXT@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE@FEMALE@TEXT@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE@FEMALE@TEXT@IDLE_A</ClipSet>
                <AssociatedSpeech>LOOKING_AT_PHONE</AssociatedSpeech>
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_STAND_MOBILE_FAT_CALL_MALE</Name>
            <PropSet>PHONES</PropSet>
            <Flags>DestroyPropInsteadOfDrop MobilePhoneConversation</Flags>
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="CScenarioTransitionInfo">
              <TransitionToScenario>EAR_TO_TEXT_FAT</TransitionToScenario>
              <TransitionToScenarioConditionalAnims>EAR_TO_TEXT_MALE_FAT</TransitionToScenarioConditionalAnims>
            </TransitionInfo>
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionModel">
                <Result>True</Result>
                <ModelSet ref="FATTIES" />
              </Item>
              <Item type="CScenarioConditionTechSavvy">
                <Result>False</Result>
                <TechSavvy>TS_LOW</TechSavvy>
              </Item>
              <Item type="CScenarioConditionPhoneConversationAvailable">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionCanStartNewPhoneConversation">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_FAT_CALL_MALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags>MobilePhoneConversation</ActionFlags>
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_FAT_CALL_MALE@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags>MobilePhoneConversation</ActionFlags>
              </Item>
            </Enters>
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_FAT_CALL_MALE@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioPhoneConversationInProgress">
                    <Result>True</Result>
                  </Item>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags>MobilePhoneConversation</ActionFlags>
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_STAND_MOBILE_FAT_TEXT_MALE</Name>
            <PropSet>PHONES</PropSet>
            <Flags>DestroyPropInsteadOfDrop</Flags>
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionModel">
                <Result>True</Result>
                <ModelSet ref="FATTIES" />
              </Item>
              <Item type="CScenarioConditionTechSavvy">
                <Result>False</Result>
                <TechSavvy>TS_LOW</TechSavvy>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_FAT@MALE@TEXT@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_FAT@MALE@TEXT@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_FAT@MALE@TEXT@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_FAT@MALE@TEXT@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_STAND_MOBILE_FAT_CALL_FEMALE</Name>
            <PropSet>PHONES</PropSet>
            <Flags>DestroyPropInsteadOfDrop MobilePhoneConversation</Flags>
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="CScenarioTransitionInfo">
              <TransitionToScenario>EAR_TO_TEXT_FAT</TransitionToScenario>
              <TransitionToScenarioConditionalAnims>EAR_TO_TEXT_FEMALE_FAT</TransitionToScenarioConditionalAnims>
            </TransitionInfo>
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
              <Item type="CScenarioConditionModel">
                <Result>True</Result>
                <ModelSet ref="FATTIES" />
              </Item>
              <Item type="CScenarioConditionTechSavvy">
                <Result>False</Result>
                <TechSavvy>TS_LOW</TechSavvy>
              </Item>
              <Item type="CScenarioConditionPhoneConversationAvailable">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionCanStartNewPhoneConversation">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_FAT_CALL_FEMALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags>MobilePhoneConversation</ActionFlags>
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_FAT_CALL_FEMALE@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Enters>
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_FAT_CALL_FEMALE@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioPhoneConversationInProgress">
                    <Result>True</Result>
                  </Item>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags>MobilePhoneConversation</ActionFlags>
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_STAND_MOBILE_FAT_TEXT_FEMALE</Name>
            <PropSet>PHONES</PropSet>
            <Flags>DestroyPropInsteadOfDrop</Flags>
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
              <Item type="CScenarioConditionModel">
                <Result>True</Result>
                <ModelSet ref="FATTIES" />
              </Item>
              <Item type="CScenarioConditionTechSavvy">
                <Result>False</Result>
                <TechSavvy>TS_LOW</TechSavvy>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_FAT@FEMALE@TEXT@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_FAT@FEMALE@TEXT@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_FAT@FEMALE@TEXT@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_FAT@FEMALE@TEXT@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>LOW</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_STAND_MOBILE_UPRIGHT</Name>
      <PropName>PHONES</PropName>
      <Models ref="NULL" />
      <BlockedModels ref="CANT_USE_PHONES" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_STAND_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed NavmeshBlocking QuickExitsFromHassling</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_STAND_MOBILE_UPRIGHT</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_STAND_MOBILE_CALL_MALE</Name>
            <PropSet>PHONES</PropSet>
            <Flags>DestroyPropInsteadOfDrop MobilePhoneConversation</Flags>
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="CScenarioTransitionInfo">
              <TransitionToScenario>EAR_TO_TEXT</TransitionToScenario>
              <TransitionToScenarioConditionalAnims>EAR_TO_TEXT_MALE</TransitionToScenarioConditionalAnims>
            </TransitionInfo>
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionModel">
                <Result>False</Result>
                <ModelSet ref="FATTIES" />
              </Item>
              <Item type="CScenarioConditionTechSavvy">
                <Result>False</Result>
                <TechSavvy>TS_LOW</TechSavvy>
              </Item>
              <Item type="CScenarioConditionPhoneConversationAvailable">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionCanStartNewPhoneConversation">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_CALL_MALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags>MobilePhoneConversation</ActionFlags>
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_CALL_MALE@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags>MobilePhoneConversation</ActionFlags>
              </Item>
            </Enters>
            <Exits />
            <Variations />
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_STAND_MOBILE_TEXT_MALE</Name>
            <PropSet>PHONES</PropSet>
            <Flags>DestroyPropInsteadOfDrop</Flags>
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionModel">
                <Result>False</Result>
                <ModelSet ref="FATTIES" />
              </Item>
              <Item type="CScenarioConditionTechSavvy">
                <Result>False</Result>
                <TechSavvy>TS_LOW</TechSavvy>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE@MALE@TEXT@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE@MALE@TEXT@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE@MALE@TEXT@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE@MALE@TEXT@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_STAND_MOBILE_CALL_FEMALE</Name>
            <PropSet>PHONES</PropSet>
            <Flags>DestroyPropInsteadOfDrop MobilePhoneConversation</Flags>
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="CScenarioTransitionInfo">
              <TransitionToScenario>EAR_TO_TEXT</TransitionToScenario>
              <TransitionToScenarioConditionalAnims>EAR_TO_TEXT_FEMALE</TransitionToScenarioConditionalAnims>
            </TransitionInfo>
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
              <Item type="CScenarioConditionModel">
                <Result>False</Result>
                <ModelSet ref="FATTIES" />
              </Item>
              <Item type="CScenarioConditionTechSavvy">
                <Result>False</Result>
                <TechSavvy>TS_LOW</TechSavvy>
              </Item>
              <Item type="CScenarioConditionPhoneConversationAvailable">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionCanStartNewPhoneConversation">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_CALL_FEMALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags>MobilePhoneConversation</ActionFlags>
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_CALL_FEMALE@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Enters>
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_CALL_FEMALE@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioPhoneConversationInProgress">
                    <Result>True</Result>
                  </Item>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags>MobilePhoneConversation</ActionFlags>
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_STAND_MOBILE_TEXT_FEMALE</Name>
            <PropSet>PHONES</PropSet>
            <Flags>DestroyPropInsteadOfDrop</Flags>
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
              <Item type="CScenarioConditionModel">
                <Result>False</Result>
                <ModelSet ref="FATTIES" />
              </Item>
              <Item type="CScenarioConditionTechSavvy">
                <Result>False</Result>
                <TechSavvy>TS_LOW</TechSavvy>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE@FEMALE@TEXT@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE@FEMALE@TEXT@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE@FEMALE@TEXT@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE@FEMALE@TEXT@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_STAND_MOBILE_FAT_CALL_MALE</Name>
            <PropSet>PHONES</PropSet>
            <Flags>DestroyPropInsteadOfDrop MobilePhoneConversation</Flags>
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="CScenarioTransitionInfo">
              <TransitionToScenario>EAR_TO_TEXT_FAT</TransitionToScenario>
              <TransitionToScenarioConditionalAnims>EAR_TO_TEXT_MALE_FAT</TransitionToScenarioConditionalAnims>
            </TransitionInfo>
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionModel">
                <Result>True</Result>
                <ModelSet ref="FATTIES" />
              </Item>
              <Item type="CScenarioConditionTechSavvy">
                <Result>False</Result>
                <TechSavvy>TS_LOW</TechSavvy>
              </Item>
              <Item type="CScenarioConditionPhoneConversationAvailable">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionCanStartNewPhoneConversation">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_FAT_CALL_MALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags>MobilePhoneConversation</ActionFlags>
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_FAT_CALL_MALE@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags>MobilePhoneConversation</ActionFlags>
              </Item>
            </Enters>
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_FAT_CALL_MALE@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioPhoneConversationInProgress">
                    <Result>True</Result>
                  </Item>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags>MobilePhoneConversation</ActionFlags>
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_STAND_MOBILE_FAT_TEXT_MALE</Name>
            <PropSet>PHONES</PropSet>
            <Flags>DestroyPropInsteadOfDrop</Flags>
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionModel">
                <Result>True</Result>
                <ModelSet ref="FATTIES" />
              </Item>
              <Item type="CScenarioConditionTechSavvy">
                <Result>False</Result>
                <TechSavvy>TS_LOW</TechSavvy>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_FAT@MALE@TEXT@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_FAT@MALE@TEXT@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_FAT@MALE@TEXT@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_FAT@MALE@TEXT@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_STAND_MOBILE_FAT_CALL_FEMALE</Name>
            <PropSet>PHONES</PropSet>
            <Flags>DestroyPropInsteadOfDrop MobilePhoneConversation</Flags>
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="CScenarioTransitionInfo">
              <TransitionToScenario>EAR_TO_TEXT_FAT</TransitionToScenario>
              <TransitionToScenarioConditionalAnims>EAR_TO_TEXT_FEMALE_FAT</TransitionToScenarioConditionalAnims>
            </TransitionInfo>
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
              <Item type="CScenarioConditionModel">
                <Result>True</Result>
                <ModelSet ref="FATTIES" />
              </Item>
              <Item type="CScenarioConditionTechSavvy">
                <Result>False</Result>
                <TechSavvy>TS_LOW</TechSavvy>
              </Item>
              <Item type="CScenarioConditionPhoneConversationAvailable">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionCanStartNewPhoneConversation">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_FAT_CALL_FEMALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags>MobilePhoneConversation</ActionFlags>
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_FAT_CALL_FEMALE@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Enters>
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_FAT_CALL_FEMALE@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioPhoneConversationInProgress">
                    <Result>True</Result>
                  </Item>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags>MobilePhoneConversation</ActionFlags>
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_STAND_MOBILE_FAT_TEXT_FEMALE</Name>
            <PropSet>PHONES</PropSet>
            <Flags>DestroyPropInsteadOfDrop</Flags>
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
              <Item type="CScenarioConditionModel">
                <Result>True</Result>
                <ModelSet ref="FATTIES" />
              </Item>
              <Item type="CScenarioConditionTechSavvy">
                <Result>False</Result>
                <TechSavvy>TS_LOW</TechSavvy>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_FAT@FEMALE@TEXT@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_FAT@FEMALE@TEXT@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_FAT@FEMALE@TEXT@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STAND_MOBILE_FAT@FEMALE@TEXT@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>LOW</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_STRIP_WATCH_STAND</Name>
      <PropName />
      <Models ref="NULL" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures CantBeReused DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed NavmeshBlocking QuickExitsFromHassling SpawnMalePedsOnly</Flags>
      <Condition type="NULL" />
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_STRIP_WATCH_STAND</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_STRIP_WATCH_STAND_MALE_A</Name>
            <PropSet />
            <Flags />
            <Probability value="33.300000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STRIP_WATCH_STAND@MALE_A@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STRIP_WATCH_STAND@MALE_A@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_STRIP_WATCH_STAND_MALE_B</Name>
            <PropSet />
            <Flags />
            <Probability value="33.300000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STRIP_WATCH_STAND@MALE_B@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STRIP_WATCH_STAND@MALE_B@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_STRIP_WATCH_STAND_MALE_C</Name>
            <PropSet />
            <Flags />
            <Probability value="33.300000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STRIP_WATCH_STAND@MALE_C@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STRIP_WATCH_STAND@MALE_C@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>LOW</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_STUPOR</Name>
      <PropName />
      <Models ref="NULL" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures BlockLegIk CantBeReused DontSpawnInRain DontTimeoutUntilIdleFinishes EnableKinematicPhysicsForPed NoBulkyItems SpawnMalePedsOnly</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_STUPOR</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_STUPOR_MALE</Name>
            <PropSet />
            <Flags />
            <Probability value="33.330000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim>LYING_FACE_UP_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STUPOR_MALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STUPOR_MALE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STUPOR_MALE@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STUPOR_MALE@EXIT_FLEE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </PanicExits>
          </Item>
          <Item>
            <Name>WORLD_HUMAN_STUPOR_MALE_LOOKING_LEFT</Name>
            <PropSet />
            <Flags />
            <Probability value="33.330000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim>LYING_FACE_UP_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STUPOR_MALE_LOOKING_LEFT@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STUPOR_MALE_LOOKING_LEFT@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STUPOR_MALE_LOOKING_LEFT@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STUPOR_MALE_LOOKING_LEFT@EXIT_FLEE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </PanicExits>
          </Item>
          <Item>
            <Name>WORLD_HUMAN_STUPOR_MALE_LOOKING_RIGHT</Name>
            <PropSet />
            <Flags />
            <Probability value="33.330000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim>LYING_FACE_UP_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STUPOR_MALE_LOOKING_RIGHT@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STUPOR_MALE_LOOKING_RIGHT@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STUPOR_MALE_LOOKING_RIGHT@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_STUPOR_MALE_LOOKING_RIGHT@EXIT_FLEE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </PanicExits>
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>HIGH</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_SUNBATHE</Name>
      <PropName />
      <Models ref="SUNLOUNGER" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures BlockLegIk DontSpawnInRain DontTimeoutUntilIdleFinishes EnableKinematicPhysicsForPed ForceModel LeaveScenarioIfGivenGroundPhysical NavmeshBlocking NoBulkyItems UseNMGetupWhenExiting</Flags>
      <Condition type="CScenarioConditionSunny">
        <Result>True</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_SUNBATHE</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_SUNBATHE_FEMALE</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="15.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim>LYING_FACE_DOWN_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SUNBATHE_FEMALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SUNBATHE_FEMALE@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SUNBATHE_FEMALE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SUNBATHE_FEMALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_SUNBATHE_MALE</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="15.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim>LYING_FACE_DOWN_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SUNBATHE_MALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SUNBATHE_MALE@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SUNBATHE_MALE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SUNBATHE_MALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="0.600000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_SUNBATHE_BACK</Name>
      <PropName />
      <Models ref="SUNLOUNGER" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures BlockLegIk DontSpawnInRain DontTimeoutUntilIdleFinishes EnableKinematicPhysicsForPed ForceModel LeaveScenarioIfGivenGroundPhysical NavmeshBlocking NoBulkyItems UseNMGetupWhenExiting</Flags>
      <Condition type="CScenarioConditionSunny">
        <Result>True</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_SUNBATHE_BACK </Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_SUNBATHE_BACK_FEMALE </Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="15.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim>LYING_FACE_UP_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SUNBATHE_BACK_FEMALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SUNBATHE_BACK_FEMALE@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SUNBATHE_BACK_FEMALE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SUNBATHE_BACK_FEMALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_SUNBATHE_BACK_MALE </Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="15.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim>LYING_FACE_UP_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SUNBATHE_BACK_MALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SUNBATHE_BACK_MALE@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SUNBATHE_BACK_MALE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SUNBATHE_BACK_MALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="0.600000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_SUPERHERO</Name>
      <PropName />
      <Models ref="SPACE_RANGER" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures CantBeReused DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed ForceModel NavmeshBlocking QuickExitsFromHassling SpawnMalePedsOnly</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_SUPERHERO</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_SUPERHERO_SPACE_PISTOL</Name>
            <PropSet>SPACE_PISTOL</PropSet>
            <Flags />
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>SPACE_PISTOL</PropSet>
              </Item>
              <Item type="CScenarioConditionModel">
                <Result>True</Result>
                <ModelSet ref="SPACE_RANGER" />
              </Item>
            </Conditions>
            <LowLodBaseAnim>World_Human_SUPERHERO_PISTOL_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SUPERHERO_MALE@SPACE_PISTOL@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SUPERHERO_MALE@SPACE_PISTOL@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SUPERHERO_MALE@SPACE_PISTOL@IDLES_B</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_SUPERHERO_SPACE_RIFLE</Name>
            <PropSet>SPACE_RIFLE</PropSet>
            <Flags />
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>SPACE_RIFLE</PropSet>
              </Item>
              <Item type="CScenarioConditionModel">
                <Result>True</Result>
                <ModelSet ref="SPACE_RANGER" />
              </Item>
            </Conditions>
            <LowLodBaseAnim>World_Human_SUPERHERO_RIFLE_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SUPERHERO_MALE@SPACE_RIFLE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_SUPERHERO_MALE@SPACE_RIFLE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>HIGH</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_SWIMMING</Name>
      <PropName />
      <Models ref="SUNLOUNGER" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents ForceModel NavmeshBlocking NoBulkyItems QuickExitsFromHassling</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name />
        <ConditionalAnims />
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_TENNIS_PLAYER</Name>
      <PropName />
      <Models ref="TENNIS" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>AllowConversations BlockGestures CantBeReused DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed ForceModel NavmeshBlocking QuickExitsFromHassling SpawnMalePedsOnly</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_TENNIS_PLAYER</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_TENNIS_PLAYER</Name>
            <PropSet>TENNIS_RACKET</PropSet>
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>TENNIS_RACKET</PropSet>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_TENNIS_PLAYER@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_TENNIS_PLAYER@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_TOURIST_MAP</Name>
      <PropName />
      <Models ref="NULL" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures ChangeToSafeTypeOnResume DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed ForceModel NavmeshBlocking QuickExitsFromHassling</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_TOURIST_MAP</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_TOURIST_MAP_FEMALE</Name>
            <PropSet>TOURIST_MAP</PropSet>
            <Flags>DestroyPropInsteadOfDrop</Flags>
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>TOURIST_MAP</PropSet>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_TOURIST_MAP_FEMALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_TOURIST_MAP_FEMALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_TOURIST_MAP_FEMALE@IDLES_B</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_TOURIST_MAP_MALE</Name>
            <PropSet>TOURIST_MAP</PropSet>
            <Flags>DestroyPropInsteadOfDrop</Flags>
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionHasProp">
                <Result>True</Result>
                <PropSet>TOURIST_MAP</PropSet>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_TOURIST_MAP_MALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_TOURIST_MAP_MALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_TOURIST_MAP_MALE@IDLES_B</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_TOURIST_MOBILE</Name>
      <PropName>PHONES</PropName>
      <Models ref="NULL" />
      <BlockedModels ref="FATTIES" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed ForceModel NavmeshBlocking QuickExitsFromHassling</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_TOURIST_MOBILE</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_TOURIST_MOBILE_FEMALE</Name>
            <PropSet>PHONES</PropSet>
            <Flags>SpawnPropInLeftHand DestroyPropInsteadOfDrop</Flags>
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
              <Item type="CScenarioConditionTechSavvy">
                <Result>False</Result>
                <TechSavvy>TS_LOW</TechSavvy>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_TOURIST_MOBILE_FEMALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_TOURIST_MOBILE_FEMALE@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags>ConsiderOrientation</ActionFlags>
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_TOURIST_MOBILE_FEMALE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags>ConsiderOrientation</ActionFlags>
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_TOURIST_MOBILE_FEMALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_TOURIST_MOBILE_FEMALE@IDLES_B</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                  <Item type="CScenarioConditionModel">
                    <Result>True</Result>
                    <ModelSet ref="BEACH_YOUNG_FEMALE" />
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_TOURIST_MOBILE_MALE</Name>
            <PropSet>PHONES</PropSet>
            <Flags>SpawnPropInLeftHand DestroyPropInsteadOfDrop</Flags>
            <Probability value="50.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
              <Item type="CScenarioConditionTechSavvy">
                <Result>False</Result>
                <TechSavvy>TS_LOW</TechSavvy>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_TOURIST_MOBILE_MALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_TOURIST_MOBILE_MALE@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasNoProp">
                    <Result>True</Result>
                  </Item>
                </Conditions>
                <ActionFlags>ConsiderOrientation</ActionFlags>
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_TOURIST_MOBILE_MALE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags>ConsiderOrientation</ActionFlags>
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_TOURIST_MOBILE_MALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions>
                  <Item type="CScenarioConditionHasProp">
                    <Result>True</Result>
                    <PropSet>PHONES</PropSet>
                  </Item>
                </Conditions>
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="0.400000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_VEHICLE_MECHANIC</Name>
      <PropName />
      <Models ref="CHOPSHOP" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures CantBeReused DontTimeoutUntilIdleFinishes EnableKinematicPhysicsForPed ForceModel NavmeshBlocking NoBulkyItems SpawnMalePedsOnly</Flags>
      <Condition type="NULL" />
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_VEHICLE_MECHANIC</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_VEHICLE_MECHANIC</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim>LYING_FACE_UP_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_VEHICLE_MECHANIC_MALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_VEHICLE_MECHANIC_MALE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_VEHICLE_MECHANIC_MALE@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_VEHICLE_MECHANIC_MALE@EXIT_FLEE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </PanicExits>
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_WELDING</Name>
      <PropName />
      <Models ref="WELDING" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures CantBeReused DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents EnableKinematicPhysicsForPed ForceModel NavmeshBlocking QuickExitsFromHassling SpawnMalePedsOnly</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_WELDING</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_WELDING</Name>
            <PropSet>WELDING_TORCH</PropSet>
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData>
              <Item type="CConditionalClipSetVFX">
                <Name>WELDING_TORCH_SPARK_REGISTERED</Name>
                <fxName>ANM_WELDER</fxName>
                <offsetPosition x="-0.180000" y="0.140000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_R_PH_HAND</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
            </VFXData>
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions />
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_WELDING@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_WELDING@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_WINDOW_SHOP_BROWSE</Name>
      <PropName />
      <Models ref="NULL" />
      <BlockedModels ref="CANT_WINDOW_SHOP" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents NavmeshBlocking QuickExitsFromHassling WillAttractPeds</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_WINDOW_SHOP_BROWSE</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_WINDOW_SHOP_BROWSE_MALE</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_WINDOW_SHOP_BROWSE_MALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_WINDOW_SHOP_BROWSE_MALE@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_WINDOW_SHOP_BROWSE_MALE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_WINDOW_SHOP_BROWSE_MALE@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_WINDOW_SHOP_BROWSE_FEMALE</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="0.330000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_WINDOW_SHOP_BROWSE_FEMALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_WINDOW_SHOP_BROWSE_FEMALE@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_WINDOW_SHOP_BROWSE_FEMALE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_WINDOW_SHOP_BROWSE_FEMALE@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>LOW</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_HUMAN_YOGA</Name>
      <PropName />
      <Models ref="YOGA" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures BlockLegIk ChangeToSafeTypeOnResume DontSpawnInRain DontTimeoutUntilIdleFinishes EnableKinematicPhysicsForPed NavmeshBlocking RagdollPanicExit</Flags>
      <Condition type="CScenarioConditionWorldSet">
        <Result>True</Result>
        <Conditions>
          <Item type="CScenarioConditionRaining">
            <Result>False</Result>
          </Item>
          <Item type="CScenarioConditionTime">
            <Result>True</Result>
            <Hours>6 7 8 9 10 11 12 13 14 15 16 17 18 19</Hours>
          </Item>
        </Conditions>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_HUMAN_YOGA</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_HUMAN_YOGA_MALE</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>True</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim>World_Human_YOGA_MALE_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_YOGA_MALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations />
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
          <Item>
            <Name>WORLD_HUMAN_YOGA_FEMALE</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions>
              <Item type="CScenarioConditionIsMale">
                <Result>False</Result>
              </Item>
            </Conditions>
            <LowLodBaseAnim>World_Human_YOGA_MALE_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_HUMAN_YOGA_FEMALE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits />
            <Variations />
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioWanderingInfo">
      <Name>Walk</Name>
      <PropName />
      <Models ref="NULL" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="0.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>BlockGestures DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>Walk</Name>
        <ConditionalAnims />
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>LOW</eLookAtImportance>
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_BOAR_GRAZING</Name>
      <PropName />
      <Models ref="ANIMAL_BOAR" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="1" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="100.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="8.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents ForceModel IgnoreScenarioPointHeading IgnoreScenarioPointHeadingOnExit IgnoreSlideToCoordOnArrival IgnoreSlideToCoordOnExit NotAvailableInMultiplayer UseRoamTask</Flags>
      <Condition type="NULL" />
      <ConditionalAnimsGroup>
        <Name>WORLD_BOAR_GRAZING</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_BOAR_GRAZING</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData>
              <Item type="CConditionalClipSetVFX">
                <Name>GRAZING_ANIMAL_LARGE_TRIGGERED</Name>
                <fxName>ANM_ANIMAL_GRAZE</fxName>
                <offsetPosition x="0.500000" y="0.000000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_HEAD</boneTag>
                <scale value="1.200000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
            </VFXData>
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions />
            <LowLodBaseAnim>Creatures_World_BOAR_GRAZING_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_BOAR_GRAZING@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_BOAR_GRAZING@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_BOAR_GRAZING@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_BOAR_GRAZING@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>HIGH</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_CAT_SLEEPING_GROUND</Name>
      <PropName />
      <Models ref="ANIMAL_CAT" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>DontSpawnIfUnderStreamingPressure DontSpawnInRain DontTimeoutUntilIdleFinishes EnableKinematicPhysicsForPed ForceModel IgnoreScenarioPointHeading IgnoreScenarioPointHeadingOnExit IgnoreSlideToCoordOnArrival IgnoreSlideToCoordOnExit NotAvailableInMultiplayer</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_CAT_SLEEPING_GROUND</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_CAT_SLEEPING_GROUND</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="7.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions />
            <LowLodBaseAnim>Creatures_World_CAT_GROUND_SLEEP_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_CAT_SLEEPING_GROUND@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_CAT_SLEEPING_GROUND@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_CAT_SLEEPING_GROUND@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_CAT_SLEEPING_GROUND@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_CAT_SLEEPING_GROUND@PANIC_EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </PanicExits>
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_CAT_SLEEPING_LEDGE</Name>
      <PropName />
      <Models ref="ANIMAL_CAT" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>AttachPed CantBeReused DontSpawnIfUnderStreamingPressure DontSpawnInRain DontTimeoutUntilIdleFinishes ForceModel NotAvailableInMultiplayer ValidateExitsWithProbeChecks</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_CAT_SLEEPING_LEDGE</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_CAT_SLEEPING_LEDGE</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="7.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions />
            <LowLodBaseAnim>Creatures_World_CAT_LEDGE_SLEEP_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_CAT_SLEEPING_LEDGE@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters />
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_CAT_SLEEPING_LEDGE@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_CAT_SLEEPING_LEDGE@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_CAT_SLEEPING_LEDGE@PANIC_EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </PanicExits>
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="0.500000" />
      <FallExitThreshold value="0.100000" />
      <ExitProbeZOverride value="-0.1f" />
      <ExitProbeCapsuleRadiusOverride value="0.1f" />
      <MaxDistanceMayAdjustPathSearchOnExit value="0.8f" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_COW_GRAZING</Name>
      <PropName />
      <Models ref="ANIMAL_COW" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="15" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="100.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="8.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents ForceModel IgnoreScenarioPointHeading IgnoreScenarioPointHeadingOnExit IgnoreSlideToCoordOnArrival IgnoreSlideToCoordOnExit NotAvailableInMultiplayer UseRoamTask</Flags>
      <Condition type="NULL" />
      <ConditionalAnimsGroup>
        <Name>WORLD_COW_GRAZING</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_COW_GRAZING</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData>
              <Item type="CConditionalClipSetVFX">
                <Name>GRAZING_ANIMAL_LARGE_TRIGGERED</Name>
                <fxName>ANM_ANIMAL_GRAZE</fxName>
                <offsetPosition x="0.460000" y="0.000000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_HEAD</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
            </VFXData>
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions />
            <LowLodBaseAnim>Creatures_World_COW_GRAZING_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_COW_GRAZING@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_COW_GRAZING@INTRO</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_COW_GRAZING@OUTRO</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_COW_GRAZING@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_COYOTE_HOWL</Name>
      <PropName />
      <Models ref="ANIMAL_COYOTE" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="1" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="3" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="999999.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="0.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents ForceModel IgnoreScenarioPointHeading IgnoreScenarioPointHeadingOnExit IgnoreSlideToCoordOnArrival IgnoreSlideToCoordOnExit NotAvailableInMultiplayer</Flags>
      <Condition type="NULL" />
      <ConditionalAnimsGroup>
        <Name>WORLD_COYOTE_HOWL</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_COYOTE_HOWL</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions />
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_COYOTE_HOWL@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_COYOTE_HOWL@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_COYOTE_HOWL@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_COYOTE_HOWL@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.125000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>HIGH</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_COYOTE_REST</Name>
      <PropName />
      <Models ref="ANIMAL_COYOTE" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="1" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="3" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="999999.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="0.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents ForceModel IgnoreScenarioPointHeading IgnoreScenarioPointHeadingOnExit IgnoreSlideToCoordOnArrival IgnoreSlideToCoordOnExit NotAvailableInMultiplayer</Flags>
      <Condition type="NULL" />
      <ConditionalAnimsGroup>
        <Name>WORLD_COYOTE_REST</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_COYOTE_REST</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="2.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions />
            <LowLodBaseAnim>Creatures_World_COYOTE_REST_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_COYOTE_REST@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_COYOTE_REST@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_COYOTE_REST@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_COYOTE_REST@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.125000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>HIGH</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_COYOTE_WANDER</Name>
      <PropName />
      <Models ref="ANIMAL_COYOTE" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="1" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="3" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="999999.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="0.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents ForceModel IgnoreScenarioPointHeading IgnoreScenarioPointHeadingOnExit IgnoreSlideToCoordOnArrival IgnoreSlideToCoordOnExit NotAvailableInMultiplayer</Flags>
      <Condition type="NULL" />
      <ConditionalAnimsGroup>
        <Name />
        <ConditionalAnims />
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.125000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>HIGH</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioWanderingInfo">
      <Name>WORLD_COYOTE_WALK</Name>
      <PropName />
      <Models ref="ANIMAL_COYOTE" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="1" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="3" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="999999.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="0.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents ForceModel IgnoreScenarioPointHeading IgnoreScenarioPointHeadingOnExit IgnoreSlideToCoordOnArrival IgnoreSlideToCoordOnExit NotAvailableInMultiplayer</Flags>
      <Condition type="NULL" />
      <ConditionalAnimsGroup>
        <Name />
        <ConditionalAnims />
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.125000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>HIGH</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_CHICKENHAWK_FEEDING</Name>
      <PropName />
      <Models ref="ANIMAL_CHICKENHAWK" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="5" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="15.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>DontSpawnIfUnderStreamingPressure DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents ForceModel NotAvailableInMultiplayer</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_CHICKENHAWK_FEEDING</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_CHICKENHAWK_FEEDING</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="8.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData>
              <Item type="CConditionalClipSetVFX">
                <Name>FEEDING_ANIMAL_SMALL_TRIGGERED</Name>
                <fxName>ANM_SML_ANIMAL_GRAZE</fxName>
                <offsetPosition x="0.075000" y="0.000000" z="-0.010000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_HEAD</boneTag>
                <scale value="0.500000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
            </VFXData>
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions />
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_CHICKENHAWK_FEEDING@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_CHICKENHAWK_FEEDING@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_CHICKENHAWK_FEEDING@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_CHICKENHAWK_FEEDING@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>HIGH</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_CHICKENHAWK_STANDING</Name>
      <PropName />
      <Models ref="ANIMAL_CHICKENHAWK" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="5" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="15.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>DontSpawnIfUnderStreamingPressure DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents ForceModel IgnoreScenarioPointHeading IgnoreScenarioPointHeadingOnExit IgnoreSlideToCoordOnArrival IgnoreSlideToCoordOnExit NotAvailableInMultiplayer UseRoamTask</Flags>
      <Condition type="NULL" />
      <ConditionalAnimsGroup>
        <Name>WORLD_CHICKENHAWK_STANDING</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_CHICKENHAWK_STANDING</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="8.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions />
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_CHICKENHAWK_STANDING@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_CHICKENHAWK_STANDING@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_CHICKENHAWK_STANDING@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_CHICKENHAWK_STANDING@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>HIGH</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_CORMORANT_STANDING</Name>
      <PropName />
      <Models ref="ANIMAL_CORMORANT" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="5" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="15.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>DontSpawnIfUnderStreamingPressure DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents ForceModel IgnoreScenarioPointHeading IgnoreScenarioPointHeadingOnExit IgnoreSlideToCoordOnArrival IgnoreSlideToCoordOnExit NotAvailableInMultiplayer UseRoamTask</Flags>
      <Condition type="NULL" />
      <ConditionalAnimsGroup>
        <Name>WORLD_CORMORANT_STANDING</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_CORMORANT_STANDING</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="8.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions />
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_CORMORANT_STANDING@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_CORMORANT_STANDING@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_CORMORANT_STANDING@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_CORMORANT_STANDING@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>HIGH</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_CROW_FEEDING</Name>
      <PropName />
      <Models ref="ANIMAL_CROW" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="5" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="15.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>DontSpawnIfUnderStreamingPressure DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents ForceModel NotAvailableInMultiplayer</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_CROW_FEEDING</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_CROW_FEEDING</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="8.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData>
              <Item type="CConditionalClipSetVFX">
                <Name>FEEDING_ANIMAL_SMALL_TRIGGERED</Name>
                <fxName>ANM_SML_ANIMAL_GRAZE</fxName>
                <offsetPosition x="0.080000" y="0.000000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_HEAD</boneTag>
                <scale value="0.300000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
            </VFXData>
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions />
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_CROW_FEEDING@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_CROW_FEEDING@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_CROW_FEEDING@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_CROW_FEEDING@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>LOW</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_CROW_STANDING</Name>
      <PropName />
      <Models ref="ANIMAL_CROW" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="5" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="15.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>DontSpawnIfUnderStreamingPressure DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents ForceModel IgnoreScenarioPointHeading IgnoreScenarioPointHeadingOnExit IgnoreSlideToCoordOnArrival IgnoreSlideToCoordOnExit NotAvailableInMultiplayer UseRoamTask</Flags>
      <Condition type="NULL" />
      <ConditionalAnimsGroup>
        <Name>WORLD_CROW_STANDING</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_CROW_STANDING</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="8.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions />
            <LowLodBaseAnim />
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_CROW_STANDING@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_CROW_STANDING@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_CROW_STANDING@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_CROW_STANDING@IDLES_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>LOW</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_DEER_GRAZING</Name>
      <PropName />
      <Models ref="ANIMAL_DEER" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="4" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="100.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="8.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents ForceModel IgnoreScenarioPointHeading IgnoreScenarioPointHeadingOnExit IgnoreSlideToCoordOnArrival IgnoreSlideToCoordOnExit NotAvailableInMultiplayer UseRoamTask</Flags>
      <Condition type="NULL" />
      <ConditionalAnimsGroup>
        <Name>WORLD_DEER_GRAZING</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_DEER_GRAZING</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="10.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData>
              <Item type="CConditionalClipSetVFX">
                <Name>GRAZING_ANIMAL_LARGE_TRIGGERED</Name>
                <fxName>ANM_ANIMAL_GRAZE</fxName>
                <offsetPosition x="0.420000" y="0.000000" z="0.000000" />
                <eulerRotation x="0.000000" y="0.000000" z="0.000000" />
                <boneTag>BONETAG_HEAD</boneTag>
                <scale value="1.000000" />
                <probability value="100" />
                <color value="0x00000000" />
              </Item>
            </VFXData>
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions />
            <LowLodBaseAnim>Creatures_World_DEER_GRAZING_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_DEER_GRAZING@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_DEER_GRAZING@INTRO</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_DEER_GRAZING@OUTRO</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_DEER_GRAZING@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.125000" />
      <ImmediateExitBlendOutDuration value="0.250000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>HIGH</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_DOG_BARKING_ROTTWEILER</Name>
      <PropName />
      <Models ref="ANIMAL_DOG_ROTTWEILER" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents ForceModel NotAvailableInMultiplayer QuickExitsFromHassling</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_DOG_BARKING_ROTTWEILER</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_DOG_BARKING_ROTTWEILER</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="4.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions />
            <LowLodBaseAnim>Creatures_World_ROTTWEILER_STANDING_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_DOG_BARKING_ROTTWEILER@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_DOG_BARKING_ROTTWEILER@INTRO</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_DOG_BARKING_ROTTWEILER@OUTRO</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_DOG_BARKING_ROTTWEILER@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>HIGH</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_DOG_BARKING_RETRIEVER</Name>
      <PropName />
      <Models ref="ANIMAL_DOG_RETRIEVER" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents ForceModel NotAvailableInMultiplayer</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_DOG_BARKING_RETRIEVER</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_DOG_BARKING_RETRIEVER</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="7.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions />
            <LowLodBaseAnim>Creatures_World_RETRIEVER_STANDING_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_DOG_BARKING_RETRIEVER@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_DOG_BARKING_RETRIEVER@INTRO</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_DOG_BARKING_RETRIEVER@OUTRO</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_DOG_BARKING_RETRIEVER@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>HIGH</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
	<Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_DOG_BARKING_SHEPHERD</Name>
      <PropName />
      <Models ref="ANIMAL_DOG_SHEPHERD" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents ForceModel NotAvailableInMultiplayer</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_DOG_BARKING_SHEPHERD</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_DOG_BARKING_SHEPHERD</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="4.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions />
            <LowLodBaseAnim>Creatures_World_ROTTWEILER_STANDING_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_DOG_BARKING_ROTTWEILER@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_DOG_BARKING_ROTTWEILER@INTRO</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_DOG_BARKING_ROTTWEILER@OUTRO</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_DOG_BARKING_ROTTWEILER@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>HIGH</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_DOG_SITTING_ROTTWEILER</Name>
      <PropName />
      <Models ref="ANIMAL_DOG_ROTTWEILER" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents ForceModel IgnoreScenarioPointHeading IgnoreScenarioPointHeadingOnExit IgnoreSlideToCoordOnArrival IgnoreSlideToCoordOnExit NotAvailableInMultiplayer</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_DOG_SITTING_ROTTWEILER</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_DOG_SITTING__ROTTWEILER</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="7.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions />
            <LowLodBaseAnim>Creatures_World_ROTTWEILER_SITTING_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_DOG_SITTING_ROTTWEILER@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_DOG_SITTING_ROTTWEILER@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_DOG_SITTING_ROTTWEILER@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_DOG_SITTING_ROTTWEILER@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_DOG_SITTING_RETRIEVER</Name>
      <PropName />
      <Models ref="ANIMAL_DOG_RETRIEVER" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents ForceModel IgnoreScenarioPointHeading IgnoreScenarioPointHeadingOnExit IgnoreSlideToCoordOnArrival IgnoreSlideToCoordOnExit NotAvailableInMultiplayer</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_DOG_SITTING_RETRIEVER</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_DOG_SITTING_RETRIEVER</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="7.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions />
            <LowLodBaseAnim>Creatures_World_RETRIEVER_SITTING_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_DOG_SITTING_RETRIEVER@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_DOG_SITTING_RETRIEVER@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_DOG_SITTING_RETRIEVER@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_DOG_SITTING_RETRIEVER@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
	<Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_DOG_SITTING_SHEPHERD</Name>
      <PropName />
      <Models ref="ANIMAL_DOG_SHEPHERD" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents ForceModel IgnoreScenarioPointHeading IgnoreScenarioPointHeadingOnExit IgnoreSlideToCoordOnArrival IgnoreSlideToCoordOnExit NotAvailableInMultiplayer</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_DOG_SITTING_SHEPHERD</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_DOG_SITTING_SHEPHERD</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="7.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions />
            <LowLodBaseAnim>Creatures_World_ROTTWEILER_SITTING_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_DOG_SITTING_ROTTWEILER@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_DOG_SITTING_ROTTWEILER@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_DOG_SITTING_ROTTWEILER@EXIT</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Exits>
            <Variations>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_DOG_SITTING_ROTTWEILER@IDLE_A</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Variations>
            <Reactions />
            <PanicBaseAnims />
            <PanicIntros />
            <PanicOutros />
            <PanicVariations />
            <PanicExits />
          </Item>
        </ConditionalAnims>
      </ConditionalAnimsGroup>
      <CameraNameHash />
      <IntroBlendInDuration value="0.500000" />
      <OutroBlendInDuration value="0.500000" />
      <OutroBlendOutDuration value="0.250000" />
      <ImmediateExitBlendOutDuration value="0.500000" />
      <PanicExitBlendInDuration value="0.125000" />
      <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
      <PedCapsuleRadiusOverride value="-1.000000" />
      <ReassessGroundExitThreshold value="-1.000000" />
      <FallExitThreshold value="-1.000000" />
      <eLookAtImportance>MEDIUM</eLookAtImportance>
      <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
      <WanderScenarioToUseAfter />
    </Item>
    <Item type="CScenarioPlayAnimsInfo">
      <Name>WORLD_DOG_BARKING_SMALL</Name>
      <PropName />
      <Models ref="ANIMAL_DOG_SMALL" />
      <BlockedModels ref="NULL" />
      <SpawnProbability value="1.000000" />
      <SpawnInterval value="0" />
      <SpawnHistoryRange value="50.000000" />
      <MaxNoInRange value="0" />
      <PropEndOfLifeTimeoutMS value="60000" />
      <Range value="0.000000" />
      <SpawnPropIntroDict />
      <SpawnPropIntroAnim />
      <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
      <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
      <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <TimeTilPedLeaves value="-1.000000" />
      <ChanceOfRunningTowards value="0.000000" />
      <Flags>DontSpawnIfUnderStreamingPressure DontSpawnInRain DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents ForceModel IgnoreScenarioPointHeading IgnoreScenarioPointHeadingOnExit IgnoreSlideToCoordOnArrival IgnoreSlideToCoordOnExit NotAvailableInMultiplayer</Flags>
      <Condition type="CScenarioConditionRaining">
        <Result>False</Result>
      </Condition>
      <ConditionalAnimsGroup>
        <Name>WORLD_DOG_BARKING_SMALL</Name>
        <ConditionalAnims>
          <Item>
            <Name>WORLD_DOG_BARKING_SMALL</Name>
            <PropSet />
            <Flags />
            <Probability value="100.000000" />
            <SpecialConditionProbability value="0.000000" />
            <SpecialCondition type="NULL" />
            <NextIdleTime value="7.000000" />
            <ChanceOfSpawningWithAnything value="1.000000" />
            <BlendInDelta value="8.000000" />
            <BlendOutDelta value="-8.000000" />
            <GestureClipSetId />
            <VFXData />
            <VFXCullRange value="25.000000" />
            <TransitionInfo type="NULL" />
            <Conditions />
            <LowLodBaseAnim>Creatures_World_PUG_STANDING_Lo_Res_Base</LowLodBaseAnim>
            <BaseAnims>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_DOG_BARKING_SMALL@BASE</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </BaseAnims>
            <Enters>
              <Item type="CConditionalClipSet">
                <ClipSet>AMB@WORLD_DOG_BARKING_SMALL@ENTER</ClipSet>
                <AssociatedSpeech />
                <Conditions />
                <ActionFlags />
              </Item>
            </Enters>
            <Exits>